I follow all the tutorial, it is ok to build turrets. But when my ship engage enemy, the turret does not turn around or shot, it just stays there, silent like a stone :o. What should I do ?
I follow all the tutorial, it is ok to build turrets. But when my ship engage enemy, the turret does not turn around or shot, it just stays there, silent like a stone :o. What should I do ?
Turrets are very special case. I should do a tutorial about it (there are so many things I should do a tutorial about >.>)
Lead developer of the Homeworld: Blue Planet TC.
Member of The Apocalypse Project TC for Freespace 2.
To all newbies : remember to use S110's clean data.
Latest version of CFHodEd.
Matth, wanna join forces on that one?
Don't know, I don't feel like doing it any time soon. Go ahead if you feel like.
Turrets are a little wonky. The thing is they require:
A type weapon hardpointon the host ship
A corresponding type string in the subsystem ("BCIonBeamTurret" seems to work fine)
(Obvious) A weapon of the type AnimatedTurret on the subsystem
There may be more to it but copying the hiigy BC turret and working from there seems to work quite fine.
I'm not sure about this one.A corresponding type string in the subsystem ("BCIonBeamTurret" seems to work fine)
You'd rather want to start from hgn_battlecruiserkineticburstcannon if you want barreled turrets.There may be more to it but copying the hiigy BC turret and working from there seems to work quite fine.
Or that.
I'm not 100% sure about the type string either but I've had some trouble when I didn't have that one for some reason, though this may have been related to something else.
For some odd reasons, the additional weapon subsystems that I intended to make buildable on capital ships' generic/production slots simply doesn't work. The build options keep going grey when one of them are built.
Part of my HBC's .ship file:
Part of my hiigarian/build.lua: (11 identical turrets in total since my initial estimation for the turret-mounting capability of a HSY is 11)Code:... StartShipHardPointConfig(NewShipType, "Generic 1", "HardpointGeneric1", "System", "Generic", "Destroyable", "", "Hgn_C_Module_Hyperspace", "Hgn_C_Module_CloakGenerator", "Hgn_C_Module_HyperspaceInhibitor", "Hgn_C_Module_FireControl", "hgn_pulsarturret1", "hgn_pulsarturret2", "", "") StartShipHardPointConfig(NewShipType, "Generic 2", "HardpointGeneric2", "System", "Generic", "Destroyable", "", "Hgn_C_Module_Hyperspace", "Hgn_C_Module_CloakGenerator", "Hgn_C_Module_HyperspaceInhibitor", "Hgn_C_Module_FireControl", "hgn_pulsarturret2", "hgn_pulsarturret1", "", "") ...
hgn_pulsarturret#.subs is not shown as it doesn't really matter AFAIK...Code:... { Type = SubSystem, ThingToBuild = "hgn_pulsarturret1", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 200, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret2", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 201, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret3", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 202, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret4", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 203, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret5", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 204, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret6", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 205, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret7", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 206, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret8", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 207, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret9", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 208, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret10", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 209, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, { Type = SubSystem, ThingToBuild = "hgn_pulsarturret11", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 210, DisplayedName = "Pulsar Turret", Description = "Turreted Hiigarian rapid-firing pulsar", }, ...
That reminds me that I should really make a list of the things I've been intending to make tutorials about.Originally Posted by MatthCoFreak
I have a bad habit of forgetting these things if I don't get around to them right away.![]()
Babylon 5: War Without End Official Site.
"I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.
hiding
actually somehow it got deleted between me copying from notepad and pasting it here... and notepad doesn't have that part either...
I wish I could to that. Remembering, and bam, Ctrl+V, pasted it![]()
I seen some people have problems with building more than one subsystem.
ex: after changing the starting ion cannons on the hgn-battlecruiser to ion cannons you have to build. in testing, one ion is built, then the other grays out.
I think I found the problem.
look for this in your SubSystem .sub file
The typestring can not be the same as the other ion cannon on your battlecruiser. I added a 1 to the BCIonBeamTurret on one of them, and left the other alone. and now they work fine.Code:NewSubSystemType.typeString = "BCIonBeamTurret"
Hopes this helps!![]()
PS: this is my first post EVER, on anything. so i hope i didn't mess up to bad.
In this specific case, it would probably be better to name them upper and lower ion, so the player can tell which one is going to be built.
@$%#. I keep forgetting about this... I keep promising to do part 4. Someone PM me and remind me.
Terry3030: strange, I can't seem to recall haveing that problem...
Click their underscored name on the left (above the avatar) and you get a drop down menu. Private Message is one of the options.
plz fic part 4....
I used HW2ICArchive.exe bu can't find it's unpack directory, It's no where you stated in the tutorial any ideas anyone?
Edit: Fixed it Win 7 is so annoying when it blocks the file "Grrr" to win 7
Last edited by I got BC'ed; 26th Jul 11 at 12:57 PM. Reason: Fixed problem
You need to run HW2ICArchive.exe in Administrative mode.
does anyone have a function sheet for this language, it would be VERY helpful
"function sheet for this language"? What are you asking about?
There is the Karos Graveyard. Browsing through that might be pretty useful.
I just checked, and Karos Graveyard is down. The question is if this is temporary, or possibly the link may have been changed? Or is it taken down permanently?
I should have known. Seems to happen from time to time, but it's the first time I've seen it while it happened.
As far as a "function Sheet" is concerned I'm after a list of expressions that can be used in the .ship and .subsystem files and their relevant arguments.
Download the RDN toolkit, and the ShipTuning.xls has a list of pretty much most of the functions available in the ship files, and the SubSystemTuning.xls has the SubSystem ones.
As for reference, use http://hw2wiki.net/wiki/index.php?title=FunctionXXX, where XXX is the name of the function.
I request help with a mod I am developing to make Homeworld2 Hgn and Vgr carriers more useful in a combat situation and provide them with the tools to fulfil their role as fighter support. It will consist of various Subsystem and Research additions to the game, however I don't wish to reveal any more at this time. I request assistance in adding and modifying the ships abilities as modules are installed. This is nothing really complex however my knowledge of Lua is limited to what I learnt on this thread and completing the tutorial. I am also asking for the help of a modeller to put the finishing touches on.
Last edited by I got BC'ed; 20th Aug 11 at 10:28 AM.
Phenomenal fantastic awesomely good work ajlsunrise! This is way more awesome than my stupid tutorials. I suck, I know, but you. YOU'RE AWESOME!!!![]()
Release hw2's source code already!
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