Author Topic: Rear Firing Torpedo Turret  (Read 2329 times)

Offline Anew9

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Rear Firing Torpedo Turret
« on: October 09, 2009, 04:12:04 PM »
Hey everyone!

I was just wondering how to get a torpedo turret to fire to the REAR. I have a AFT location for a quantum turret and was wondering how to get it to target and fire on aft targets.

Here's my current script that does NOT work...yet:

QuantumTurret1 = App.PulseWeaponProperty_Create("Quantum Turret 1")

QuantumTurret5.SetMaxCondition(2000.000000)
QuantumTurret5.SetCritical(0)
QuantumTurret5.SetTargetable(1)
QuantumTurret5.SetPrimary(1)
QuantumTurret5.SetPosition(0.020000, -1.000000, -0.550000)
QuantumTurret5.SetPosition2D(65, 12)
QuantumTurret5.SetRepairComplexity(1.000000)
QuantumTurret5.SetDisabledPercentage(0.500000)
QuantumTurret5.SetRadius(0.010000)
QuantumTurret5.SetDumbfire(0)
QuantumTurret5.SetWeaponID(8)
QuantumTurret5.SetGroups(28)
QuantumTurret5.SetDamageRadiusFactor(0.300000)
QuantumTurret5.SetIconNum(365)
QuantumTurret5.SetIconPositionX(67)
QuantumTurret5.SetIconPositionY(54)
QuantumTurret5.SetIconAboveShip(1)
QuantumTurret5.SetFireSound("null")
QuantumTurret5.SetMaxCharge(25.000000)
QuantumTurret5.SetMaxDamage(1000.000000)
QuantumTurret5.SetMaxDamageDistance(2000.000000)
QuantumTurret5.SetMinFiringCharge(4.000000)
QuantumTurret5.SetNormalDischargeRate(1.000000)
QuantumTurret5.SetRechargeRate(0.000000)
QuantumTurret5.SetIndicatorIconNum(0)
QuantumTurret5.SetIndicatorIconPositionX(0)
QuantumTurret5.SetIndicatorIconPositionY(0)
QuantumTurret5Direction = App.TGPoint3()
QuantumTurret5Direction.SetXYZ(0.006941, -0.997564, -0.069410)
QuantumTurret5Right = App.TGPoint3()
QuantumTurret5Right.SetXYZ(0.099262, 0.069757, -0.992613)
QuantumTurret5.SetOrientation(QuantumTurret5Rear, QuantumTurret1Up)
QuantumTurret5.SetArcWidthAngles(-0.523599, 0.523599)
QuantumTurret5.SetArcHeightAngles(-0.523599, 0.087266)
QuantumTurret5.SetCooldownTime(10.000000)
QuantumTurret5.SetModuleName("Tactical.Projectiles.CGPhotorp")
App.g_kModelPropertyManager.RegisterLocalTemplate(QuantumTurret1)
#################################################

I have a feeling its something to do with the red text.

Offline teleguy

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Re: Rear Firing Torpedo Turret
« Reply #1 on: October 09, 2009, 04:22:30 PM »

Offline Anew9

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Re: Rear Firing Torpedo Turret
« Reply #2 on: October 09, 2009, 04:39:20 PM »
I dont know how. How do I create a firing arc for aft pulse turrets? What am I doing wrong?

Offline tiqhud

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Re: Rear Firing Torpedo Turret
« Reply #3 on: October 09, 2009, 04:42:31 PM »
It is really better for you in long run to learn MPE, you can place the turret better/
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline Anew9

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Re: Rear Firing Torpedo Turret
« Reply #4 on: October 11, 2009, 01:40:30 PM »
It is really better for you in long run to learn MPE, you can place the turret better/


I figured out how to hardpoint the turret without MPE but now am trying to learn to use it and having trouble. Im trying to add navigation lights (red/green lights) and blinkers to a galaxy class starship... and there is no guide in how to do it. Anybody have a faq or something I can read so I can add blinkers on ships using MPE?

EDIT: I tried adding a blinker on the right nacelle, I went to the template list; selected blinker lights and uploaded a location. The program accurately placed the blinker on the nacelle. I had nothing in the texture box and nothing in the direction headings in orientation tab. I added the property to the template list and it successfully uploaded the hardpoint and saved it by overwriting the HP file for that ship. I loaded BC and the blinker doesnt show. I try to open the SAME hardpoint file and find that the HP reverted back to its old self (from before the blinker was added). What am I doing wrong? How do you upload a blinker, the faq doesnt really clarify on this.

Offline teleguy

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Re: Rear Firing Torpedo Turret
« Reply #5 on: October 12, 2009, 04:56:49 AM »
Did you add the blinker only to the template list or also to the property list to the left of MPE?

Additionaly if you don't fill out the texture box there will be blinking squares on the model. Usually
"scripts/Custom/NanoFXv2/SpecialFX/Gfx/Blinker/Blank.tga" is used.

Offline Anew9

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Re: Rear Firing Torpedo Turret
« Reply #6 on: October 12, 2009, 10:06:19 PM »
Ya I figured out how to add blinkers. What Im having trouble with now is changing the tempo it blinks at. What do the duration/ rate values do in MPE when adding blinkers? Im trying to get one set of blinkers to blink at a different rate than the other.

Offline Kirk

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Re: Rear Firing Torpedo Turret
« Reply #7 on: October 12, 2009, 10:10:36 PM »
Nothing, there is no way to change it. Nano never got around to it (hence why 2.0 is still a beta.)

Offline teleguy

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Re: Rear Firing Torpedo Turret
« Reply #8 on: October 13, 2009, 07:22:27 AM »
Ya I figured out how to add blinkers. What Im having trouble with now is changing the tempo it blinks at. What do the duration/ rate values do in MPE when adding blinkers? Im trying to get one set of blinkers to blink at a different rate than the other.

Right now you can only choose between blinking lights and static lights (duration 0).

However looking at BlinkerFX it seems all you have to do to enable different blink frequencies is to comment out 3 lines of code.

Code: [Select]
else:
fSize = pShip.GetRadius() * 0.018 * pBlinker.GetRadius()
#fDuration = 9999999
#fLifeTime = 0.1
#fPeriod = 1.0
sType = "StaticBlinker"
pAttachTo = kBlinkers.GetNode()
pEmitFrom = App.TGModelUtils_CastNodeToAVObject(pAttachTo)

There might be unforeseen side effects though hence Nanobyte not implementing the feature.


Offline Anew9

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Re: Rear Firing Torpedo Turret
« Reply #9 on: October 13, 2009, 11:02:58 AM »
Ya I figured out how to add blinkers. What Im having trouble with now is changing the tempo it blinks at. What do the duration/ rate values do in MPE when adding blinkers? Im trying to get one set of blinkers to blink at a different rate than the other.

Right now you can only choose between blinking lights and static lights (duration 0).

However looking at BlinkerFX it seems all you have to do to enable different blink frequencies is to comment out 3 lines of code.

Code: [Select]
else:
fSize = pShip.GetRadius() * 0.018 * pBlinker.GetRadius()
#fDuration = 9999999
#fLifeTime = 0.1
#fPeriod = 1.0
sType = "StaticBlinker"
pAttachTo = kBlinkers.GetNode()
pEmitFrom = App.TGModelUtils_CastNodeToAVObject(pAttachTo)

There might be unforeseen side effects though hence Nanobyte not implementing the feature.



Ya thats what I was going to ask. In the MPE there are 2 properties that I was tinkering with to get different blink rates; Period and Duration. I know that if I set both to 0, the light doesnt blink (cool for stagnant lights on ships). BUT I want a 2nd set of blinkers to blink at a different time than another set. IE the sovereign has port and starboard blinkers on the saucer section that blink at a different rate than the rest of the blinkers. I have all the right blinkers on the ship, just those 2 are blinking at non-canon times.

Can you change that using MPE's period/duration values?

Offline teleguy

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Re: Rear Firing Torpedo Turret
« Reply #10 on: October 13, 2009, 11:08:07 AM »
The settings in MPE only have an effect with those 3 lines disabled.

Offline Anew9

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Re: Rear Firing Torpedo Turret
« Reply #11 on: October 13, 2009, 11:28:21 AM »
The settings in MPE only have an effect with those 3 lines disabled.

Awww...Ok! Thanks for the help man!