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Post by Sa8Gecko on Dec 1, 2004 6:19:37 GMT -5
I'm currently trying to develop a way to attach Mg turrets to tanks, so that they can have actually two turrets. Download from the link below what I've accomplished till now: xoomer.virgilio.it/sa8gecko/M1A1_turret.rarYou can find the unit under 'West>Armored>M1A1 (M2 turret)' First, the credits: 1) the tank is a BIS M1A1, the turret is partly mine and a BIS M2 2) I've taken inputs from the following people, of which I've taken/modified scripts and ideas: - Philcommando - Master Chief - Smodedribs - Unnamed - Col. Klink - Hater_Kint and probably many other I can't remember known bugs and issues: - if you are the commander of the tank, you can switch to back seat, but this will send the m2 turret to hell... so don't do this - if the tank gets damaged and everyone disembarks,the turret gets misplaced, but this can be solved cause I know why - probably this unit cannot pass over bridges and besetposed over buildings: again, I know why and can correct this - the turret bends and warps a little on steep gradients can do little about that - the turret shakes badly while moving on desert island, not in Everon: I don't know why - probably won't work properly in multiplayer as for now the scripts are not MP compatibles and because of de-sync - you can't be the gunner of the MG: you have to order the MG gunner to disembark to enter the MG turret. there are issues with shadows and other model related things, but I won't solve these as they're beyond the scope of the project. I got to pump up a little (more than doubled...) the hitting power of the mg bullet cause otherwise the machine gunner won't engage Hinds. The unit is effective in clearing enemy infantry and keeping enemy choppers at bay, when operating without AA cover. That said: this is an open development project: take what you want, modify it and SHARE. If you have some ideas to make it work better, please SHARE. I will update this thread every time I come up with a better solution, or for answering requests of explanations. Of course, I hope you would do the same: that's the spirit of the project.
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Post by Greg147 on Dec 5, 2004 6:16:26 GMT -5
This is good Shame you can't start in the gunner position. Is there any way to start off without the gunner, so his postition is empty?
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Post by Sa8Gecko on Dec 5, 2004 7:13:50 GMT -5
a) start with an empty tank b) if you're group tank commander you can order the M2 gunner to disembark, then disembark and enter the M2 c) (untested) put 4 tank in a group, so that the MG position should show up empty, as there's no place for the additional gunners in the group
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Post by Greg147 on Dec 5, 2004 11:13:33 GMT -5
Thanks, i'll try that now.
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Post by greg147 on Dec 5, 2004 15:53:14 GMT -5
OK, they both work well. Now I just need a way to put it into a mission...
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Post by Sa8Gecko on Dec 5, 2004 16:49:17 GMT -5
You may wish to wait someone better than me finishes it or develop it further. Infact the tank has some issues with the model (some surfaces are lit by night) and the turret ring could be made solid to the tank, so it would wobble a lot less. As now it's only a 'tech demonstrator'. I'm waiting that someone picks this up and develops it. I'll be glad to help and brief him/her.
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Post by Greg147 on Dec 5, 2004 17:46:22 GMT -5
Well its the only one like it i've seen so far. However, there is a MOD (cant remeber the name), who are making a MG that the commander can use. They've made a video with it, but I can't remember where I saw it
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Post by h- on Dec 5, 2004 18:17:07 GMT -5
That mod would be Red Hammer Studios...
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Post by greg147 on Dec 6, 2004 12:15:34 GMT -5
Yeah, thats the one. I saw in on ofp.gamezone.cz
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Post by Sa8Gecko on Dec 6, 2004 16:00:37 GMT -5
Update:
this should happen no more. As a plus, if the abrams gets destroyed, the turret gets destroyed (damaged so that it is no more usable) too. More, if the vehicle gets repaired (by the player, the AI won't repair it if it can't move) the original crew is reassigned and usually re-enter the vehicle.
Download it from the same link above.
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Post by Sa8Gecko on Dec 7, 2004 9:57:04 GMT -5
Update:
Corrected, even if the turret will look extremely bad if the bridge or the building over which it is setposed is not lying on flat ground. This is a consequence of the 'keep height' given in vertex properties. Alas, little can be done about that. That is, if you cross the bridge of Nogova, the unit will look crappy until you reach a point directly over water.
probably corrected, extensive tests should be done to confirm this, but I lack the time to do them.
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Post by greg147 on Dec 7, 2004 12:21:43 GMT -5
Keep it up man, your doing great
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Post by Sa8Gecko on Dec 7, 2004 17:42:52 GMT -5
I've noticed a bug happening when the carrier (that is the abrams) gets destroyed by a very powerful hit that moves the tank. The turret gets misplaced. Now it should have been corrected, the turret stays with the destroyed tank, even if you move the wreckage. That obviously means that the script is never exited, cause it can't, otherwise the turret would be misplaced. The script is anyway executed at a reduced rate, not to clog the CPU, so if you move the wreckage it takes a little time for the turret to return in place.
greg147: thanks for the support.
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Post by Sa8Gecko on Dec 8, 2004 13:22:45 GMT -5
I'll try to explain how it works for the ones of you who didn't de-pbo it. The core is a simple attachment script, made by smokedribs and which I modified extensively. Simply, it places the MG turret on the turret's tank, so that the illusion is that the MG is really part of the tank. Since the main tank's turret can rotate, placement is not so simple as if you have the turret on the hull. Infact, since the M2 turret is not positioned on the main turret's rotation axis, its position changes everytime the main turret rotates, even if the tank is stopped. Since I don't know of a way to know the tank's turret rotation angle as respect to the tank itself, I recurred to placing two cargo proxies in the tank p3d model and made them solid with 'otocVez', so that when the turret rotates, they rotate with it. Then the initialization script fill these cargo spaces with gamelogics, so that they'll return a consistent position, and processing this position I can place the M2 turret perfectly in its place. One gamelogic would be sufficient to place the turret exactly, but I need two so I can have a direction. Infact, since there's no way to know if the main turret rotates, when this happens the M2 turret should rotate too, of the same amount of degrees. This because otherwise, even if the M2 turret would stay in the right place, it would mantain the same direction , so that it would appear to rotate even if infact it is still! With the other gamelogic, instead, I can know the main turret's direction and so set the M2 turret's direction accordingly. You can try this entering an empty tank as the main gunner and rotating the turret in third person view: you'll see the M2 turret mantains the same direction as regard to the main turret. That is, if the main turret is pointing 30 degrees and the M2 is pointing 350 deg (-10 deg), if you rotate the main turret to 180 degrees the M2 will follow this rotation and point at 140 degrees, while without the second gamelogic for direction it would have still pointed to 350 degrees. So it would have appeared to rotate, while it should have stayed still. As a further precaution, I set the turret velocity to match the tank's one itself, so that the 'shaking' that would be clearly visible at low framerates should be reduced. This is also useful for the script that ejects the spent cartridges, since if the tank moves fast the effect would have seemed a little odd. A drawback of gamelogics is that, if you are tank commander, you can switch to the back seat of the tank,which is occupied by them, and doing so you will cause the M2 turret to be misplaced until you return at your seat. Another issue is when the tank gets damaged so that everyone disembarks. To correct this, the gamelogics are 'killed' if this happens, so that they don't disembark the tank. If the tank gets repaired (by the player, since the AI won't do that) the gamelogics are 'resurrected' so that the AI itself won't enter they position. The soft point of the whole project is, as you can imagine, movement on non-flat surfaces. More the gradient, and more the problems. To alleviate this, at least on small gradient slopes, some parts of the M2 turret model have the property 'keep height' set on vertex properties. This property make so that the vertexes follow the surface above which they're placed, that is they're no more placed horizontal but follow the contours. The weapon itself is not given this property cause otherwise it would be badly warped on sloped terrain. This gives the illusion the M2 turret's ring and tripod's base is glued to the tank's turret (somehow). A better solution maybe to effectively make the ring part of the turret hull, while the M2 turret would only have the tripod, weapon and hatch. If you can do without the hatch, still better. Regarding the geometry lod of the M2 turret, this should be made so that it doesn't collide with the tank geo lod. As for the fact the M2 is not the commander MG as it should be, but it's manned by a fourth member, this is due at this stage for simplicity.
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Post by Sa8Gecko on Dec 22, 2004 13:18:46 GMT -5
Update (small,really): upon request I've added the possibility to start as the M2 gunner. You need to place the player or the character you want as the M2 gunner in the editor, write in its init line
this moveinCargo (name of the tank) and name the tank you want the gunner to be accordingly. I.e: you have an M1A1 with M2 turret on the editor: name it 'tank' for simplicity. If you want to be the M2 gunner simply place a soldier in the editor, set it as the player and write in its init line: 'this moveInCargo tank'. This will automatically place the player as the M2 gunner. This way you can move in the M2 gunner position soldiers with different skill setting than the standard one, or different type of crew. The unassigned M2 gunner position of the eventual other tanks will be populated by the script, so no need to do the thing above for every tank if you just want to test it as the M2 gunner of a group of three tanks, for example. Note that the M2 gunner doesn't need to be grouped with the tank crew. This way, if you choose a different group for the M2 gunners than the tanks' crew one, then you can group four tanks together, like BIS standard tank group.
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