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[Bug] Torpedo Frigate

  1. #1
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    Oct 2003
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    Singapore

    [Bug] Torpedo Frigate

    Did anyone notice it is bereft of any launch sound and animation?

  2. #2
    ilia1986
    Guest
    No - there is a sound if you get close by. but there is no animation if you get close enough. I hope itl be fixed in the patch.

  3. Technical Help Senior Member Modding Senior Member Homeworld Senior Member  #3
    www.relicnews.com ÜberJumper's Avatar
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    Sep 1999
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    South Surrey, BC Canada
    Animation for what?

  4. #4
    ilia1986
    Guest
    Animation for the torpedo actually leaving its firing....well... the thing its fired from.

  5. #5
    SpaceJunky
    Guest
    I never saw a bug with it. When I soom in really close i still see the torpedo and the trail...

  6. #6
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    Oct 2003
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    Singapore
    Its supposed to go, ahem... "WOOSH WOOSH!" like the Vagyr DD's missile tubes. With the corresponding plumes of smoke, at least, that is what is says in the .events animation file.

    Doing a little modding, I got the launch plume for tube 1 displaying fine, as well as the sound, but for tube 2... doesn't work yet.

  7. #7
    komninosm
    Guest
    It has to do with timing it right. The slave weapon fires 4 seconds after the first. So put in an anim time of 8 and then in the event put in animtime 0.5 for 4 seconds delay.

    Sometimes though the game engine screwes up with slave gun events because the target may be lost but the anim/event is based on the master gun plus delay only...

  8. #8
    Creator of PDS&NGCS Tel'Quessir's Avatar
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    Oct 2003
    Location
    Singapore
    Thanks for the hint, I did not know that the "0.5" meant half of the animation timing.

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