Gnat
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Gnat
Posts: 18
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Post by Gnat on Feb 2, 2005 12:10:36 GMT -5
Well, I used the Abrams MT technique to get a second turret onto my ("my" being "not really mine" !) ship Seems to work quite well, when its on land LOL Only problem is, as soon as the 2nd turret crossed the land-water line theres the typical "crunch" sound of two objects colliding and zoom ! The ship bounces off up in the air to 10,000 meters !! Now, I might have to do a change to the HEIGHT function to allow for sea travel, but just one other thought first ............ Sa8Gecko, Is the top surface of the Abrams specially designed to avoid object collisions? ie Is the top "transparent" to collision detection. I'm very new to O2 (hence my head scratching over how the muzzle flash now suddenly stays up !) so its hard for me to tell how the top of the Abrams turret is constructed. If this is the case, I may need to modify the ships upper surface where the 2nd turret is. Cheers
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Post by h- on Feb 2, 2005 12:26:06 GMT -5
You should take a look at how Colonel_Klink managed to get his multigun boats working... I never tested them... But, they afaik still have the problem that if you run on the shore with the boat the placed guns get misplaced...
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Gnat
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Gnat
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Post by Gnat on Feb 2, 2005 12:28:27 GMT -5
Sorry Sa8Gecko, Should have re-read your very nice tutorial thread on the Abrams OK, but I'm using the exact copy of the M2 MG .p3d and added the 2 cargo proxies and "M2" memory point to the ship .p3d So is the MG model changed to avoid collisions, or is the Abrams model changed ?
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Post by h- on Feb 2, 2005 13:21:11 GMT -5
Ok, I'm answering instead of Sa8Gecko ;D Apparently the M2 turret has different approach on the Geo LOD: Here's a pic...
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Post by Sa8Gecko on Feb 2, 2005 13:28:48 GMT -5
I left untouched the geo lod of the abrams, while I modified the MG one. I added a more complex (in respect of the geo lod) 'fire geometry' lod so that bullets just don't pass through the turret (and the gunner), and the back plate protects the gunner from bullets on his back (you can easily kill the gunner firing at him from the front and the flanks, though) Oh, by the way, I'm very new to O2 too ! And yes, you must modify the height function,cause the abrams is designed to work on land. Also, you can make without one gamelogic, at least if you don't have a turret over a turret, like it is the case of the abrams, and of some AA guns placed over the main turrets of some WW2 battleships (like the IOWAs, SOUTH DAKOTAs, NORTH CARTOLINAs classes or the KING GEORGE Vs). The second gamelogic is used to obtain the turning angle of the turret as respect to the tank direction.
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Gnat
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Gnat
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Post by Gnat on Feb 3, 2005 13:08:24 GMT -5
Thanks Sa8Gecko, helps me to work out whats going on .... Further progress; - Got rid of the "Turret jumping" when transiting from land to water and vice versa. Problem was related to the LandContact points in the M2Turret addon. By moving Landcontacts to be in line with the top of the proxy, it no longer jumps. - This produces a vertical offset that can either be corrected by a +1.1 vertical adjustment in the SETPOS scripting or by moving the Cargo Proxies within the Addon you want the turret attached to (ie the ship) Future; - Get rid of the Tank sound as the boat moves forward !!! - Change the M2 turret design to a Missile Launcher design. As the turret can be a proper "Tank" Im hoping to use BIS TOWs or AAs or AT's - On the basis of some very healthy scripting discussions , change the scripting to optimize MP And then? - Rewind the project and try the MCARs russian AA turret on the Ship, because this option doesnt have some of the graphic glitch downsides of the "Floating turret" method.
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Gnat
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Gnat
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Post by Gnat on Feb 6, 2005 10:17:08 GMT -5
Well, that was one hell of a way to learn O2 !!! Anyhow ...... some good outcomes, see pictures And if you know what the inside of the main gun turret looks like for the gunner, then thats what the inside of the Crow7 Launcher turret looks like . Turret is 360, and elevation. Crow7's (made up name, duh) are small-medium AA missiles, AI uses them quite well. HI can target just about anything. These are BIS guided missiles. I deliberatly made the missile rack support a cone shape because when the "tilting sea floor" effects the unit, it can barely be seen. Only annoying thing is the AI commander always demands this gunner to disembark at the very start. Next step is to work on stopping that and optimize any scripting for possible MP (less scripts than Sa8Gecko's Multiturret M1A1 M2 version) .
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Post by h- on Feb 6, 2005 12:03:48 GMT -5
Nice... It's just too bad that this method still has it's weaknesses, like the bending/warping the 'keep height' property causes...
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Gnat
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Gnat
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Post by Gnat on Feb 6, 2005 12:28:07 GMT -5
Yeh, ya right, but I guess the advantage here is the fact the ships generally spend 98% of there time on "flat" water. The MCAR option next, it gets me missiles aboard ships, but not sure how to get around the 1 turret limitation
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