Author Topic: Moving Models DTech  (Read 1351 times)

Offline DKealt

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Moving Models DTech
« on: April 14, 2010, 02:19:24 PM »
Having a few issues with this program.

I'm adding it to a ship that has a rear section that starts Horizontal, but ends up Vertical once raising Weapons.

The scripting won;t let me reach 90 degrees, Once put put the rotational value past 1.0 the models parts still don't move any further, but instead begin to increase or decrease in scale? This I find most confusing.

This is the current plugin ...

Code: [Select]
abbrev = 'MartinsShip'
iconName = 'MartinsShip'
longName = 'Martins Ship'
shipFile = 'MartinsShip'
species = 815
SubMenu = 'Other'
menuGroup = 'Stargate Ships'
playerMenuGroup = 'Stargate Ships'

Foundation.ShipDef.MartinsShip = Foundation.ShipDef(abbrev, species, { 'name': longName, 'iconName': iconName, 'shipFile': shipFile, 'SubMenu': SubMenu })
#Foundation.ShipDef.MartinsShip.fMaxWarp = 3.2
#Foundation.ShipDef.MartinsShip.fCruiseWarp = 2.8
Foundation.ShipDef.MartinsShip.desc = ''
Foundation.ShipDef.MartinsShip.dTechs = { 'SubModel': {
        "Setup":        {
                "Body":                 "MartinsInnerHull",
                "NormalModel":          shipFile,
                "AttackModel":          "MartinLLoydsShip",
                "Hardpoints":       {
                        "Fore Pulse 3":  [-0.345, 0.295, 0],
                        "Fore Pulse 4":  [0.345, 0.295, 0],

                },
                "AttackHardpoints":       {
                        "Fore Pulse 3":  [0, 0.295, -0.345],
                        "Fore Pulse 4":  [0, 0.295, 0.345],

                },
        },
               
        "MartinsOuterArm":     ["MartinsOuterArm", {
                "Position":             [0, 0, 0],
                "Rotation":             [0, 0, 0], # normal Rotation used if not Red Alert and if not Warp
                "AttackPosition":         [0, 0, 0],               
                "AttackRotation":         [0, 0.5, 0],
                "AttackDuration":         150.0, # Value is 1/100 of a second
                }
        ],
}}

if menuGroup:           Foundation.ShipDef.MartinsShip.RegisterQBShipMenu(menuGroup)
if playerMenuGroup:     Foundation.ShipDef.MartinsShip.RegisterQBPlayerShipMenu(playerMenuGroup)

if Foundation.shipList._keyList.has_key(longName):
      Foundation.ShipDef.__dict__[longName].friendlyDetails[2] = Foundation.shipList[longName].friendlyDetails[2]
      Foundation.ShipDef.__dict__[longName].enemyDetails[2] = Foundation.shipList[longName].enemyDetails[2]

Offline Bren

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Re: Moving Models DTech
« Reply #1 on: June 15, 2010, 09:46:53 AM »
wow, that's pretty wierd! What if you do it in increments? I'm not sure how BC relates to the angles you give it, are they absolute to the original orientation, or relative? ie, if you told it to rotate by .75, then by .75, would it stay in the same place, or advance to (hopefully) 1.5?
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