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Author Topic: Flak turrets  (Read 6829 times)

Offline Arparso

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Flak turrets
« on: February 05, 2010, 11:07:49 »
Anyone succeeded in making moving flak turrets? I mean turrets rotating and moving to follow their target's movement. Flak turrets are placed somewhat differently on the mesh in Lightwave than regular turrets, which forbid the use of regular turret meshes, since they wouldn't be positioned correctly. I've run into some problems trying to create specific flak turret meshes, that look and behave like regular moving turrets...

Offline DreamorCZ

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« Reply #1 on: February 05, 2010, 13:17:56 »
Treat with flaks same way as with normal weapons in Lightwave. I've already used it on some meshes and it's working fine.
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Offline Arparso

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« Reply #2 on: February 05, 2010, 17:44:07 »
They're shooting in directions I don't want them to, though...

The actual problem emerged with the FS2-style beam cannons... if I assign only a single beam cannon turret to the weapon slot, it'll fire in all directions, even right through the hull. Only solution was to alter the tacticstypes.ini to include a CannonMaxFireAng restricting the fire angle of the beam cannon. This works well, but only for flak-style turret placement in Lightwave.

This approach worked well with the previous ships, but the ship I'm currently working on has a huge beam turret, which needs to be animated in order to look good. So I'm kinda stuck here, if I don't want to alter the original FS2 weapon layout of the ship.

Offline DreamorCZ

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« Reply #3 on: February 05, 2010, 21:01:45 »
Now I see, my previous message explains nothing.  :D  Ok, it's clear you have to set CannonMaxFireAng about 10 or less to make turret fire only in set direction on mesh. Flak triangles set as normal weapons, you can have as always 1-4 turret for one slot. If your flaks are beams make them fire only in short bursts.

And because I'm man of few words and madness, I'm sending simple turret mesh and simple ship mesh with two set flak slots to make it clear and see it on your own eyes.
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