Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.
I thought you wanted me to get rid of the return 0's there There were some there before and I got rid of them :S
also the piecenums were left over from some slopy cut and pastes
edit: added the return zeros, still won't fire :S.
also on a side note, my unit keep being built below ground then poping up the the build spot... any idea why? missing tag? I have the build points in my .s3o models in the right points (provided it positions the bottom of the unit there and not the top.) does not effect much but I would like the units to be visable while building.
Unit building "below ground" is usually a result of some piece(s) being too far below the ground level, while the rest of the unit isn't as high. Model polygons count, not only origins. To compensate somewhat, make a dummy null object (you don't have to mention it in the script) and place it as high above the zero plane as the lowest point of the model is below it. That should make the model show up while building, although it'll be somewhat skippy, so I generally recommend to make unit models in their final positions, and then applying the necessary animations in the Crate script.
There are a bunch of things wrong with this model. The "base" should always have its origin as 0,0,0. That's why it's buried.
The height is not correct. Just turn on the Viewpoint feature that allows you to see the height, and you'll see what I mean. The sphere is too small, and should have its origins set at 0,0,0 and then moved manually to the right spot, so that it's roughly centered.
Multiple sub-objects need to have their polygons flipped.
And without the texture, I can't really say much about how it's executed, but I don't see a glow/reflection map, which is a REQUIRED texture, not optional. Even if it's just a black square 2 pixels on a side.
The weapons... I dunno what to say. They're just blobs, and they waste a HUGE number of polygons. The same goes for the factory, but on weapon shots, it's a terrifically obvious waste. Other than that, what problems are you having with them?
I have units with out a second textue and they render fine. I am still uncertain about scale in upspring, and don't know how to use the view settings you describe.
If I am using a UV map, why do I need to flip the polygons?
The problem I am having with the unit is that it won't fire unless I take control of it in FPS mode and shoot it.
Wait wait... is THAT your only problem? If you just order it to shoot, it won't, that's not a bug. Well, not entirely at least. :) It's a factory after all, any orders you issue are carried out by the units it builds, not the factory itself. Try to switch to another player (or just share some unit with the enemy team) and have the building be attacked. If it doesn't fire THEN, there really may be a problem. If it does.. well.. there's currently no way to order a factory to do something other than produce units, everything else it does by itself.
Coincidentally, I have a five-turret factory as the command structure of a race of mine, and it too doesn't fire when directly ordered, but gives out a nice barrage of autocannon fire when enemies are in sight. I'm fine with that.
why didn't some one tell me that earlier . it defends its self fine, although its guns are firing outside of their fire arcs now for the d-bugging stage.
j5mello, it depends on what you envision as an autocannon. If it's something that works like an oversized shotgun (a-la AC40), then it's not that. If it's something that fires quick bursts of explosive shells, then those indeed are autocannons. I'm just trying to find a suitable weapon set for a command building that would be sufficient to defend against a quick-to-come aerial and land assault. So far a missile turret in the center has proven to be most effective, but the autocannons seem to have problems with finding their targets. Maybe I should extend their range, but keep their lifetimer short?.. hmm, that's a nice idea actually. :D
A notable fact is that even the 4 autocannons and the said missile turret aren't quite enough sometimes to defend against a well-planned early assault on the building. Oh, and the race itself is the Tamorran Military Republic, or TMR, and it is supposed to fight against the Drones. Further info is classified.
it was the second one sean a la the weapon on a Bradley Fighting Vehicle.
and rattle u are incorrect. there are indeed autocannons in the 40k universe. they are far more common than bolters which is more of a specialty weapon of the Space Marines and high ranking IG & Inquisition members. One of the Space marine tanks, Preadator Destructor, uses an autocannon as its main weapon. The IG use the Autocannon as an anti infantry support weapon. The Chaos space marines use it for the same purpose though only their Havoc squads carry them.