+Veltro2k Posted July 10, 2007 Posted July 10, 2007 (edited) OK Here it is,,, Modeled Turret, turns ok ,animation ok ...here is the part i dont under stand . They do not track enemy aircraft and dont fire...where do I adjust this ? thank you again in advance [LWingturret] SystemType=GUNNER_STATION SeatID=3 GunnerID=1 PilotModelName= SetCockpitPosition=FALSE Position= ;MinExtentPosition=-6.86,4.475,-0.492 ;MaxExtentPosition= PitchModelNodeName=LWT1 YawModelNodeName=LWT GunRange=2000 GunnerFireChance=100 GunnerFireTime=10 GunnerAimOffset=0 PitchAngleRate=65 MaxPitch=85 MinPitch=0 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=75 DefaultYawAngle=0 Edited July 10, 2007 by Veltro2k Quote
Guest capun Posted July 10, 2007 Posted July 10, 2007 A couple of things to check/try - The turret and gun(s) must be oriented properly in the 3DS Max model. They have to point forward even for rearward firing guns. It will look odd in the 3DS Model but that is the way they must be set. - World Align the pivots for the Yaw and Pitch meshes, center the pivot where the meshes turn, specially for the guns. You may have to do a RESET XFORM here but careful, unlink the parts (in the gun/turret hierarchy) or you will get some funky results. - All meshes set with TCB motion controllers - There is a bug in the gunner code, even if your turret yaw is set to fully rotate, you still need to give it a min and max yaw like this YawLimited=FALSE YawAngleRate=65 MaxYaw=180 MinYaw=-180 DefaultYawAngle=0 - You also have to have a matching gun(s) Like this [TopGun01] SystemType=FLEXIBLE_GUN GunTypeName=50CAL_M2 MuzzlePosition=-0.1754,-1.1561,1.1519 // Muzzle flash is set when the gun is facing forward TracerLoading=5 BurstAmount=25 GunnerID=1 // matches the gunner ID number MaxAmmo=400 Quote
+Veltro2k Posted July 11, 2007 Author Posted July 11, 2007 A couple of things to check/try - The turret and gun(s) must be oriented properly in the 3DS Max model. They have to point forward even for rearward firing guns. It will look odd in the 3DS Model but that is the way they must be set. - World Align the pivots for the Yaw and Pitch meshes, center the pivot where the meshes turn, specially for the guns. You may have to do a RESET XFORM here but careful, unlink the parts (in the gun/turret hierarchy) or you will get some funky results. - All meshes set with TCB motion controllers - There is a bug in the gunner code, even if your turret yaw is set to fully rotate, you still need to give it a min and max yaw like this YawLimited=FALSE YawAngleRate=65 MaxYaw=180 MinYaw=-180 DefaultYawAngle=0 - You also have to have a matching gun(s) Like this [TopGun01] SystemType=FLEXIBLE_GUN GunTypeName=50CAL_M2 MuzzlePosition=-0.1754,-1.1561,1.1519 // Muzzle flash is set when the gun is facing forward TracerLoading=5 BurstAmount=25 GunnerID=1 // matches the gunner ID number MaxAmmo=400 Thanks Cap, But what about side Guns like in the B-17 ? Quote
Guest capun Posted July 12, 2007 Posted July 12, 2007 You do something similar. In this case the yaw and pitch model could the same (the machine gun), or you need a gun pivot (mount?) for the yaw and the machine gun itself for the pitch, just be sure to have the proper pivot center. You also have to orient the gun forward, same procedures as the turrets. World Aligned, XFORM RESET. etc. The data ini will force the gun to the correct postion, for example the left side guns starting yaw is 270, the right gun starting yaw is 90 Quote
+Veltro2k Posted July 12, 2007 Author Posted July 12, 2007 You do something similar. In this case the yaw and pitch model could the same (the machine gun), or you need a gun pivot (mount?) for the yaw and the machine gun itself for the pitch, just be sure to have the proper pivot center. You also have to orient the gun forward, same procedures as the turrets. World Aligned, XFORM RESET. etc. The data ini will force the gun to the correct postion, for example the left side guns starting yaw is 270, the right gun starting yaw is 90 :yes: Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.