Posted 20 June 2005 - 09:14 AM
My latest work so far is completely for scratch, both model and texture. You might recognize it if you play Games Workshops LOTR SBG. Its a Gondorian Bolt Thrower siege weapon. The model and texture is finished, and I'm currently animating it. I'm hoping to find a nice use for turret logic with this but it might get too complicated. Anyway, here it is:
Any ideas of what I could do next? I'm essentially practicing and learning on anything that interests me.
Posted 20 June 2005 - 09:51 AM
Omg, they're so pretty!! lol. That bolt thrower is amazing. The texture on it is gorgeous. Absolutely no suggestions on it than to keep doing stuff that well!
Posted 20 June 2005 - 11:26 AM
Superb! I can't wait to see that bolt thrower animated!
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
Posted 20 June 2005 - 01:04 PM
It is amazing, great job Gondolin!
(And Galadriel is beautifull too)
Posted 21 June 2005 - 12:21 AM
They are truly worth a look if you haven't read them.
Posted 21 June 2005 - 02:54 AM
So you pick your turret bone in the DefaultModelConditionState block and add the turret update code like any other module... So does the TurretRate parameter control how fast it turns or how far around it can turn in degrees?
Also, from my understanding there are no animations involved in it, it simply rotates the bone externally, seperate from the animations (of course tanks don't have any animations anyway)... but my question is will it work with animations... are there any possibilities down that road, for example, setting a specific animation state for when the turret is turning? If not then I might have a problem because while I might get the turret to work on the bolt thrower its crew won't keep aligned to it... is there a way to solve this issue?
Thanks for any help.
Posted 21 June 2005 - 08:24 AM
one way to do it is use a similay system as the rohan horse archers and use animation flags like FIRING_OR_PREATTACK_A TURRET_ANGLE_180 / 90 etc
and then use the same Ai update interface thing as they do
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = RohirrimFunctions AttackPriority = AttackPriority_Cavalry Turret TurretTurnRate = 360 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End End
and then in addition to this put:
IsAimingWeapon = No CanFireWhileMoving = Yes
in the weapon in weapon.ini
or the second way is to use a passenger as the turret
you have the moving bit and the rest of the main body as 2 seperate objects, and the turret has the weapon, then you put a transport contain in to the body so it starts off with a turret in it ( and the passenger should have CAN_ATTACK in their status of contqained
heres one from the mumakil:
Behavior = HordeTransportContain ModuleTag_12 ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ;PassengersTestCollisionHeight = 80 Slots = 1 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 0% PassengerFilter = ANY +INFANTRY +CAVALRY +RohanLegolas AllowOwnPlayerInsideOverride = Yes; Normally, the Allies check encompasses OwnPlayer. but we reeeeally only want our own guys. AllowAlliesInside = No AllowEnemiesInside = No AllowNeutralInside = No ExitDelay = 0 NumberOfExitPaths = 2; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn ForceOrientationContainer = No ; otherwise contained units can't orient themselves towards their targets... PassengerBonePrefix = PassengerBone:DockAction KindOf:HERO PassengerBonePrefix = PassengerBone:B_BANNER KindOf:BANNER PassengerBonePrefix = PassengerBone:B_CARGO0 KindOf:INFANTRY ShowPips = No EjectPassengersOnDeath = Yes FadeFilter = ALL FadePassengerOnEnter = Yes EnterFadeTime = 1000 FadePassengerOnExit = Yes ExitFadeTime = 1000 End
the "ForceOrientationContainer = No" is also important
the only problem wih this is that the turret gains veterence not the body
or you could look at the generals code and try and replicate it
Posted 22 June 2005 - 05:02 PM
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Posted 22 June 2005 - 10:00 PM
Posted 22 June 2005 - 10:18 PM
Turret = WEAPONA ;WeaponFireFXBone = PRIMARY Muzzle ;WeaponRecoilBone = PRIMARY Barrel ;WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY WEAPONA AltTurret = WEAPONB ;WeaponFireFXBone = SECONDARY Muzzle ;WeaponRecoilBone = PRIMARY Barrel ;WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = SECONDARY WEAPONB
This is the turret logic. YOU MUST USE
Draw = W3DTankDraw
You can have two turrets defined. But in the art code the bones must be defined.
ExtraPublicBone = Turret01 ExtraPublicBone = Turret02
This goes in the units design parameters.
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Turret TurretTurnRate = 180 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AltTurret TurretTurnRate = 180 ; turn rate, in degrees per sec ControlledWeaponSlots = SECONDARY End End
Hope this helps...
Posted 23 June 2005 - 08:25 AM
Turret = WEAPONA ; The actual turret, be sure to have all the turrets subobject atached to the the turret else they won't rotate with him.
;WeaponFireFXBone = SECONDARY Muzzle ; light effect for gunshots, won't need it for a bolt thrower
;WeaponRecoilBone = PRIMARY Barrel ; won't need this either, it's about how for the barrel recoils after a shot.
;WeaponMuzzleFlash = PRIMARY MuzzleFX ; won't need this either, part of skin that is only vicible when firing, it's the flame out of the barrel
WeaponLaunchBone = This one is important, from here the weapon is launched, the arrow projectile in your case.
; you won't need an alternative turret either
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ; I think this is clear
TurretTurnRate = 180 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY ; all the weaponslots the turret uses, so if you decide to make a switch between fire bolts and regular bolts be sure to get the SECONDARY weaponslot in there as well
Edited by whopper, 23 June 2005 - 08:26 AM.
Posted 23 June 2005 - 09:07 PM
Anyway for the turret I have a few ideas, I'll try out these different turret codes first to see if that will work, if not, I'll use the Rohirrim Archer system with its form of turret logic and an animation for each of the four directions.
Edited by Gondolin, 23 June 2005 - 09:08 PM.
Posted 28 June 2005 - 08:03 PM
But let's say you mounted it fore and aft on a mumakil. or left to right. Also the turret doesn't have to be a sub part of the model. I use just the bone itself.
But my models are a differant scale than most...
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