PDA

View Full Version : Tailgunner



BratZ
Jan 7 2003, 20:36
Hi...heres the deal

My plane is coming along great,matter of fact I am getting very good at modeling and the config'n.

But nevertheless I have wasted alot of time playing with proxies,turret,gunner positions and trying to think up a way to put a tailgunner on my plane

I know SelectThis proxy a rifle to a chopper,after playing with this I realize he could proxy anything there ,he must have used the turret capabilities of the chopper and set the axis's.
And I hope I didnt give the wrong person credit,but if he did it another way ,I'd like to know.
But I am making a plane

Heres what I have done,make a quick 1x1 turret block that I can get in gunner,incorportated as seperate model

I've tried to fit this in a 1x1 empty block(wasnt very precise) of geometry on my plane and that almost works,bounces and depends what you classify it as...this almost works,maybe with proper weight and space,dunno
The class depends on bounciness I notice,helicopter class is very bouncy,you would have to really weigh it down to stop the bounce
I even tried squeezing this turret block in the middle of my folding wings (and animated geometry too of course),but I cant hold it there and take off
Maybe if it was initially placed flat,testing is not done on this

I changed its class to ,chopper,m2turret,tank,jeep and even classed it as a soldier and moved it in my planes gunner position(only the soldeir class will)
Well that sits properly and moves with the plane ,but of course ,you can't get in the gunner position.

The geometry is not reliable enough,otherwise I could just place a turret class in an empty hole on my plane
I don't understand why you just can't shoot from soldier positions,that would be sufficient right there

And I can place a turret or vehicle on a building I made
and It doesn't bounce and is stable,almost like its on the ground

But yet placing items on a plane for example doesnt get the same results unfortunately

Appears I may have to setpos and a little setvelocity even to get a working tailgunner on this plane,I can have it run only when you use the gunner and such,but bah!!!

Anyone got any other things I should try? I need to figure out a way to shoot from soldier positions in vehicles

DM
Jan 8 2003, 11:12
It is not possible to have turrets on aircraft, it is a game engine limitation.....

and getpos/setpos will not be effective either, as it will reduce the speed of the aircraft (due to processing times etc) to about 20 kph...

drewb99
Jan 10 2003, 20:58
If it reduces speed by 20kph, then just increase the speed by 20kph http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif

DM
Jan 10 2003, 21:25
It's simply not possible, once you have an object setposed to your vehicle it will not move quicker than about 20 kph...

Liquid_Silence
Jan 10 2003, 21:42
Yes it is possible...

I have a working cargo rope script sitting on my computer, being beta tested at the moment...

This cargo rope script uses setPos to do it's job...and the helicopter can go at any speed it likes...

I tried using setVelocity, and this slowed the helicopter down, just like you are saying about setPos, but setPos works perfectly...


If it really comes down to it, and speed is essential: use a function...(getPos, setPos works without one though...as in a very early version, I didn't use a function...)

EDIT: The use of functions might let us to use setVelocity as well...due to their "speedy" nature http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Since my cargo script is modular ('Cause BAS's MH47E has a static Z position, so you need a slightly slower workaround) I can test it very easily...I'll get back to you...

BratZ
Jan 10 2003, 23:22
Ya i have towed alot of vehicles,using a chopper it was ok (that was a while ago)
But ya we are talking a plane here,it may bug at that speed bad,the chopper script is crap in mp also
I don't want nothing bad like that

If I come up with something good I will adapt it later I guess.But I am just going to do a few fighter planes next because of this,wait on the tailgunner ones
But I expect to release a beta of my Helldiver soon anyways

DM
Jan 11 2003, 16:56
When i say "Setposed to" i mean like a tail gun would be, setposed within the model, and when the geometries overlap this is what causes the problem, your cargo script keeps the 2 objects a fair distace apart (at least i hope it would) and therfore the helicopter will not slow down.

For a classic example of this, try the "M2 and HMMVW" script from OFPEC, this script puts the m2 in a position that simulates it being "mounted" on the vehicle, and the geometries of the 2 objects clash, for this reason the hummer will not move any faster than 20 kph...

Kegetys
Jan 11 2003, 16:59
You could just leave the geometry lod empty of the object you want to keep attached to your plane to avoid that slowdown thing, but it would still look rather bad as the setpos'd object would not tilt/bank with the plane as it turns left/right/up/down

BratZ
Jan 14 2003, 21:36
What I don't understand is....I can sit in the back of my plane and view 360 deg if I want...Why can't I just pull out my weapon and shoot,there must be a way to force this?

Unatomber
Feb 11 2003, 13:37
you must modify the hard coded template of an airplane http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Class airplane doesnt support turrets.

DragoFire
Feb 11 2003, 18:47
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Unatomber @<hidden> Feb. 12 2003,03:37)</td></tr><tr><td id="QUOTE">you must modify the hard coded template of an airplane  http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Class airplane doesnt support turrets.[/QUOTE]<span id='postcolor'>
The plane template in 1.90 does support a movable gun point, I&#39;ve not yet tested it.

The following is from the 1.90config file for the class Plane: Air

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
minGunElev=0;
maxGunElev=0;
minGunTurn=0;
maxGunTurn=0;
weapons&#91;&#93;={&#34;MachineGun12_7&#34;,&#34;MaverickLauncher&#34;};
magazines&#91;&#93;={&#34;MachineGun12_7&#34;,&#34;MaverickLauncher&#34;};
[/QUOTE]<span id='postcolor'>

I think if you were to set the Guns to the following, it might just work.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
minGunElev=-30;
maxGunElev=5;
minGunTurn=45;
maxGunTurn=-45;
weapons&#91;&#93;={&#34;MachineGun12_7&#34;,&#34;MaverickLauncher&#34;};
magazines&#91;&#93;={&#34;MachineGun12_7&#34;,&#34;MaverickLauncher&#34;};
[/QUOTE]<span id='postcolor'>

DragoFire

BratZ
Feb 11 2003, 20:38
I did try that initially,Hard to say if it was ,it was shooting up my plane,now that things are tweaked out,I may attempt it again (using the moving turret supposedly already defined for planes)


But I would like to consider my other suggestion....

Like I said earlier,my passenger (gunner,cargo some stoop that is useless in the back of my plane)
He can look around in 360 degrees
With the animation editor maybe we can make a new sitdown shooting anim.
And force the rear cargo position to pull out his rifle and shoot?

Unatomber
Feb 12 2003, 07:16
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @<hidden> Feb. 11 2003,22:38)</td></tr><tr><td id="QUOTE">Like I said earlier,my passenger (gunner,cargo some stoop that is useless in the back of my plane)
He can look around in 360 degrees
With the animation editor maybe we can make a new sitdown shooting anim.
And force the rear cargo position to pull out his rifle and shoot?[/QUOTE]<span id='postcolor'>
If a unit is in cargo, he cant pull his weapon and fire it. It would require the unit to get out of the plane to get his weapon to fire. That would ofcourse cause the unit to "drift" away from the moving plane.