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Animation, Weapons, and Other questions

Posted: 29 Sep 2009, 06:29
by Tribulex
I have a few questions. How can I change the rotation point of a piece of an s3o. I have tried many things in many programs (including maya, 3dsmax, upspring, and blender) to no avail.

Secondly, how do I limit the aiming area. For example, I do not want the head of my unit, which attacks, to rotate all the way around, just to be able to sweep back and forth in a 90 degree range (45 in each direction), and some up and down limits as well.

Thirdly, how do I make a unit fps-able. I cannot fps my unit.

Fourthly, my unit will attack other units, but does no damage. Why is that? I have very minimal files so chances are something is missing somewhere.

Weapondef from unit lua:

Code: Select all

  weapons             = {
    {
      def                = [[WEAPON]],
      mainDir            = [[0 0 1]],
      maxAngleDif        = 60,
    },
  },
  
  weaponDefs          = {

    WEAPON = {
      name                    = [[Bite]],
      areaOfEffect            = 8,
      craterBoost             = 0,
      craterMult              = 0,
      damage                  = {
        default = 80,
      },
      impulseBoost            = 0,
      impulseFactor           = 0,
      lineOfSight             = true,
      noSelfDamage            = true,
      range                   = 30,
      reloadtime              = 1.8,
      tolerance               = 5000,
      turret                  = true,
      WeaponType              = [[Melee]],
      weaponTimer             = 0.1,
      weaponVelocity          = 500,
    },

  },

Re: Animation, Weapons, and Other questions

Posted: 29 Sep 2009, 07:14
by yuritch
Rotation point is piece origin. It's shown by a colored dot when the piece is selected. You can move it around in upspring by checking the 'Only move origin' checkbox.

Weapon restrictions: your file already has them, restricted to 60 degree cone pointed directly forward.

As for FPS: afaik only units with weapons can be fps'd. So if yours cannot, that means your weapons aren't working.

Re: Animation, Weapons, and Other questions

Posted: 29 Sep 2009, 15:33
by Forboding Angel
You can't fps it because you're missing something in your weapons script.

weapons = {
[1] = {
def = "lightlaser",
},

Secondly, you set object origins in upspring. The most buggy annoying psuedo modeling program ever developed. But once you learn how to use it, it's not too much of a pain in the ass, except that there is no ctrl+z.

Re: Animation, Weapons, and Other questions

Posted: 29 Sep 2009, 15:49
by jK
Forboding Angel wrote:You can't fps it because you're missing something in your weapons script.

weapons = {
[1] = {
def = "lightlaser",
},
...
}
The "[1] =" isn't needed, CA just use it to simplify the reading, so you directly see which weaponnum it is w/o counting the previous items.

Re: Animation, Weapons, and Other questions

Posted: 29 Sep 2009, 16:08
by Gnomre
Forboding Angel wrote:Secondly, you set object origins in upspring. The most buggy annoying psuedo modeling program ever developed.
Someone never used 3dobuilder :D

Re: Animation, Weapons, and Other questions

Posted: 29 Sep 2009, 18:14
by Peet
Forboding Angel wrote:You can't fps it because you're missing something in your weapons script.

weapons = {
[1] = {
def = "lightlaser",
},

Secondly, you set object origins in upspring. The most buggy annoying psuedo modeling program ever developed. But once you learn how to use it, it's not too much of a pain in the ass, except that there is no ctrl+z.
Seems to me there is an undo function and it can undo pretty much anything. Like loading a file.

Re: Animation, Weapons, and Other questions

Posted: 29 Sep 2009, 19:43
by Tribulex
Lol so basically there are no answers? Ill post some screens showing that upspring is not working later when i dont have class.

Re: Animation, Weapons, and Other questions

Posted: 30 Sep 2009, 00:00
by FLOZi
d_b wrote:Lol so basically there are no answers? Ill post some screens showing that upspring is not working later when i dont have class.
yuritch answered all your questions, succinctly and accurately.

Re: Animation, Weapons, and Other questions

Posted: 30 Sep 2009, 17:06
by Tribulex
Any ideas whats wrong with my weapon?

Re: Animation, Weapons, and Other questions

Posted: 30 Sep 2009, 19:31
by rattle
You didn't assign it properly to the unit or something else

Re: Animation, Weapons, and Other questions

Posted: 01 Oct 2009, 03:31
by Tribulex
NEVERMIND I FIXED IT!!!! YAY!!!!!


I just looked at what ca did, and i used a Cannon instead of Melee with an empty explosion. Wow I have never been so happy over such a simple accomplishment in my whole life.

Re: Animation, Weapons, and Other questions

Posted: 01 Oct 2009, 04:11
by SpikedHelmet
That's basically the pinnacle of Spring content development. A roller coaster ride of bitter frustration and silly undeserved feelings of triumph and grandeur.

Re: Animation, Weapons, and Other questions

Posted: 01 Oct 2009, 10:24
by Erik
Nice words :D

Re: Animation, Weapons, and Other questions

Posted: 01 Oct 2009, 14:37
by Tribulex
Sweet now I can stage epic battles between tremendous legions of ants. What a satisifying accomplishment.

Re: Animation, Weapons, and Other questions

Posted: 02 Oct 2009, 02:19
by Saktoth
Melee doesnt work AFAIK (or at least this seems to confirm that it doesnt).

Cannon is subject to gravity though, i suggest you use LaserCannon or BeamLaser (we just havent converted the chickens yet, and they both present their own problems, such as overshoot and range damage falloff, which can be overridden in the second case by minintensity=1).

Re: Animation, Weapons, and Other questions

Posted: 02 Oct 2009, 03:25
by Argh
Melee does not obey aiming conditions.

BeamLaser is the least-expensive way to do this. Only use Cannon when you need ballistic projectile behavior.

Re: Animation, Weapons, and Other questions

Posted: 02 Oct 2009, 03:25
by Tribulex
Saktoth wrote:Melee doesnt work AFAIK (or at least this seems to confirm that it doesnt).

Cannon is subject to gravity though, i suggest you use LaserCannon or BeamLaser (we just havent converted the chickens yet, and they both present their own problems, such as overshoot and range damage falloff, which can be overridden in the second case by minintensity=1).
K thx. But honestly it doesnt make much of a difference in my case. I'll keep this in mind though if it becomes a problem.