base defense aim [message #486723] |
Tue, 11 March 2014 06:53 |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
I made some laser turrets for nod but for some reason they shoot over head and don't hit soldiers, this is a big problem and I've tried everything I can think of to get the lasers to actually hit soldiers with no luck.
Anyone have idea why this is happening or how to fix it?
Level edit is my play ground
|
|
|
Re: base defense aim [message #486724 is a reply to message #486723] |
Tue, 11 March 2014 07:32 |
|
danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
|
General (5 Stars) |
|
|
If your barrel bone is not in line with the muzzle bone (same Z axis when aiming horizontally foward) this might cause a problem. Also be sure to export the model in the horizontal position, aiming directly forwards.
As I recall you can adjust the Z bullseye offset in the LevelEdit properties, although the amount of offset required depends on the distance to the target if your problem is mis-aligned bones and fixing it in the model would be better.
Oh, and for the record, don't spawn grass as a smart object, it'll murder the netcode if you have every blade of grass sending updates.
[Updated on: Tue, 11 March 2014 07:36] Report message to a moderator
|
|
|
Re: base defense aim [message #486727 is a reply to message #486723] |
Tue, 11 March 2014 09:31 |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
I used a model from (if i remember correctly) the beta assets that were fixed and added to for the laser turrets, and haven't made my own (yet). I changed the z offset in l.e. before I posted this.
The grass is just there as a tank blocker that can be destroyed and is a buildable object, so I don't think it's a "smart" object, but how could i tell?
edit: I just checked the laser turret in gmax and it seems the barrel and muzzle are in 2 different positions (z height and other)...
Level edit is my play ground
[Updated on: Tue, 11 March 2014 09:37] Report message to a moderator
|
|
|
|
Re: base defense aim [message #486733 is a reply to message #486724] |
Wed, 12 March 2014 06:09 |
|
Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
|
General (3 Stars) |
|
|
danpaul88 wrote on Tue, 11 March 2014 08:32 |
Oh, and for the record, don't spawn grass as a smart object, it'll murder the netcode if you have every blade of grass sending updates.
|
From what I've seen simple and smart objects only send an update on player join. I'm under this impression because in ECW we have to reposition the PTs client side due to some client positioning bug which causes objects that are 1000m from the center of the map to be misplaced client side, and I only send that update once per game. Although, I have noticed that the Ren netcode stops any animations on simple objects if you move more than 300m away from the object, but tiles will loop forever.
Regardless danpaul88 is correct, things like grass should be a tile at the least if not a single terrain object which would allow you to minimalize the draw calls.
Visit Jerad's deer sweat shop
[Updated on: Wed, 12 March 2014 06:14] Report message to a moderator
|
|
|
|
Re: base defense aim [message #486735 is a reply to message #486723] |
Wed, 12 March 2014 08:46 |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
I got help from imperial since he used those same laser turrets in one of his maps and now I'm using one of the custom scripts instead of M00_base_defense so yes I have to have splash damage so they will hit soldiers (nearly) every time, but they do work (and better than the GDI turrets atm).
How do I know if my deployable grass is smart or simple? (I personally would think it's simple, after all, it doesn't shoot or anything just sits there and blocks tanks)
Level edit is my play ground
|
|
|
|
Re: base defense aim [message #486750 is a reply to message #486723] |
Thu, 13 March 2014 12:50 |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
most if not all items are currently being created in either turret temps or miniconsole temps, would those fuck with the netcode?
Level edit is my play ground
|
|
|
|
Re: base defense aim [message #486753 is a reply to message #486723] |
Thu, 13 March 2014 14:40 |
|
Unless the object is designed to move or shoot, you do not want to create it as a Vehicle object but instead as a Simple object.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
|
|
|
|
Re: base defense aim [message #486758 is a reply to message #486753] |
Thu, 13 March 2014 18:00 |
|
Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
|
General (3 Stars) |
|
|
jonwil wrote on Thu, 13 March 2014 15:40 | Unless the object is designed to move or shoot, you do not want to create it as a Vehicle object but instead as a Simple object.
|
Actually there is one occasion that I had to make an object a vehicle instead of simple, but this was because (for whatever reason) this object would only be rendered at all times if it was a physical vehicle object. All the simple objects only seemed to render the object most of the time, turn the camera far enough however and the rendering would stop (granted, this object is huge and you stand inside of it so it isn't a common issue).
Visit Jerad's deer sweat shop
|
|
|