Hi Colin/Crash,
Could you give me some info on how to build in ai movable guns, that use the cfg/DP to react to enemies, ie auto-trainable enemy following/firing guns.
I'm ok with the building and animation of things (FSDS), it's the last part.
Now, I've re-read Flerk's 'bible', interesting and useful but not specific.
I scasm'd the CFS2 default SHA_MAHAN to see how it's done. And you get
;0x98 gun5
;0x9A gun6
;0x9C gun0
;0x9E gun8
;0xA0 gun9
;0xA2 gun7
;0xA4 gun4
;0xA6 gun10
;0xA8 gun2
;0xAA gun3
;0xAC bullets0
;0xAE bullets1
;0xB0 barrel5
;0xB2 barrel6
;0xB4 barrel0
;0xB6 barrel8
;0xB8 barrel9
;0xBA barrel7
;0xBC barrel4
;0xBE barrel10
;0xC0 barrel2
;0xC2 barrel3
Now, from what I can see from the ani offset data, various rotary and angular anis were used e.g Engine 3 Prop position (angle) and percentage left wing fold. So no problem of using those type of ani offsets to build into barrels, turrets etc etc (I'd like to know in the SHA_MAHAN what the tags gun, barrel and bullets mean. Is it gun (gun turret), barrel (gun barrel) and bullets (unknown)...????)
Is it just a case of making sure the turrets and barrels have rotary and angular movement, and then letting the cfg/DP take over auto control?
Anyway, being naval gurus could you help me out please?
Many thanks
Cheers
Shessi
Could you give me some info on how to build in ai movable guns, that use the cfg/DP to react to enemies, ie auto-trainable enemy following/firing guns.
I'm ok with the building and animation of things (FSDS), it's the last part.
Now, I've re-read Flerk's 'bible', interesting and useful but not specific.
I scasm'd the CFS2 default SHA_MAHAN to see how it's done. And you get
;0x98 gun5
;0x9A gun6
;0x9C gun0
;0x9E gun8
;0xA0 gun9
;0xA2 gun7
;0xA4 gun4
;0xA6 gun10
;0xA8 gun2
;0xAA gun3
;0xAC bullets0
;0xAE bullets1
;0xB0 barrel5
;0xB2 barrel6
;0xB4 barrel0
;0xB6 barrel8
;0xB8 barrel9
;0xBA barrel7
;0xBC barrel4
;0xBE barrel10
;0xC0 barrel2
;0xC2 barrel3
Now, from what I can see from the ani offset data, various rotary and angular anis were used e.g Engine 3 Prop position (angle) and percentage left wing fold. So no problem of using those type of ani offsets to build into barrels, turrets etc etc (I'd like to know in the SHA_MAHAN what the tags gun, barrel and bullets mean. Is it gun (gun turret), barrel (gun barrel) and bullets (unknown)...????)
Is it just a case of making sure the turrets and barrels have rotary and angular movement, and then letting the cfg/DP take over auto control?
Anyway, being naval gurus could you help me out please?
Many thanks
Cheers
Shessi