Wings 3D/Upspring question

Wings 3D/Upspring question

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littleryanc
Posts: 4
Joined: 22 Jun 2007, 17:50

Wings 3D/Upspring question

Post by littleryanc »

I have a quick question of wings 3D/Upsring . Thus far I have managed to read various tutorials to model my unit, partially texture it, and im working on the scripting my reading guides and tearing apart all sorts of units, :lol:
But I ran into a bump; i'm messing around with a turret that fires a large laser at planes, it includes a spinning turret to aim at the planes on the x/z axis while a arm extending from it aims with the y axis. The problem is the arms pivot point is weirdly off and i'm not quite sure how to force the arm to move only up and down pivoting on my imaginary point.

So in conclusion, I would like to know how to replace the pivot point, and force the arm to move the way i want it too.

Here is the neccasary section of the modified script i stole from a flakker, :?


#define TA // This is a TA script

#include "sfxtype.h"
#include "exptype.h"

piece flare1, base, Xturret, barrel1, firepoint, Yturret;

static-var Static_Var_1;

// Signal definitions
#define SIG_AIM 2


SmokeUnit(healthpercent, sleeptime, smoketype)
{
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = 256 | 1;
}
emit-sfx smoketype from base;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}

Create()
{
hide flare1;
dont-cache flare1;
dont-cache barrel1;
dont-cache Yturret;
dont-cache Xturret;
dont-shade flare1;
dont-shade barrel1;
dont-shade Yturret;
dont-shade Xturret;
Static_Var_1 = 0;
start-script SmokeUnit();
}

AimPrimary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
turn Xturret to y-axis heading speed <700.000000>;
turn Yturret to x-axis <0.000000> - pitch speed <550.000000>;
wait-for-turn Xturret around y-axis;
wait-for-turn Yturret around x-axis;
return (1);
}

FirePrimary()
{
show flare1;
sleep 150;
hide flare1;
}

QueryPrimary(piecenum)
{
piecenum = firepoint;
}

AimFromPrimary(piecenum)
{
piecenum = firepoint;
}

SweetSpot(piecenum)
{
piecenum = base;
}
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Might want to check your objects origins. The object rotates around that...
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

i love the "quick" bit XD

well i would help, but i have no clue at all
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Open Upspring, look around.
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