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adding Hod hardpoints, appear on opisite side of ship.

  1. #1

    adding Hod hardpoints, appear on opisite side of ship.

    hi everyone.

    i have a strange,
    i am adding a turret on the vaygr mothership. i take the coordinates from another turret close by, and change them slighty.
    looking at CHhoded 4.0.2.4 /joints i can see that the hardpoint is right next to the old turret,, just where i want it.

    i save it,, make the big file,,,, but when i build the turret ingame it appear on the OTHER side of the ship,, right oposit of where it should be ?????? really strange.

    i have checked this 3 times now,,,

    you guys have any idea of why CFhoded/homeworld shows it wrong ??

    cheers
    Canadus

  2. #2
    Member ajlsunrise's Avatar
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    Describe opposite or show us a picture please. We need more detail.

  3. #3
    CFHodEd renders everything mirrored from what you see in-game. Are you sure the weapon is the only thing on the wrong side? Check what else is on the same side as the new cannon in CFHodEd and then check in-game to see if those defining features have switched sides too.

  4. #4
    hey again.

    "CFHodEd renders everything mirrored from what you see in-game"
    that could be the solution right there,,,, so the joints i see in CFHodED,, should be mirrored before i get the real lokation,,, that maktes sence since the turret appear on the direct same place,, just on the other side of the ship.

    strange "feature" though....
    thanks for your ansver guys

    cheers
    Canadus

  5. #5
    Member ajlsunrise's Avatar
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    CFHodEd renders everything mirrored from what you see in-game.
    Umm, what??? That has nothing to do with this.

  6. #6
    Member DolphinX's Avatar
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    Yeah, CFHodEd probably uses left-handed coordinates (as it is in DirectX), where the Homeworld uses right-handed (OpenGL).

  7. #7
    Member ajlsunrise's Avatar
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    Dolphin is correct, but that still doesn't explain why his turret is ending up on the "opposite" side of the ship. The point I'm trying to make is that it doesn't matter if the system is right- or left-handed, the turret would still end up in the correct spot relative to other features of the ship. For example, lets take the Vaygr Mothership. Let's say I want to add a turret to the side of the ship opposite the bridge. In-game, the bridge is on the right-hand side of the ship, looking forward from the top. In CFHodEd, the bridge is on the left. So I add the turret to the right side of the ship in CFHodEd (opposite the bridge), and in-game, the turret shows up on the left side (opposite the bridge). All is as it should be.

    No, Canadus's problem lies elsewhere.

    Like I said before, please describe "opposite" or show us a picture. We need more detail than what you're giving us.

  8. #8
    hi again,,,

    after reading the suggestions i started looking "real good" at the CFHodED mothership. VS the ingame one... and yup it is bcos "CFHodEd renders everything mirrored from what you see in-game. "

    i would see the vaygr motherships's bridge is allso on " the opposite" side of the ship.... so everything IS "opposite" and thats why my turret was on the wrong side.

    i am sorry to have caused all this fuzz... that was not my intention... im just tryig to learn how to mod HM2, and its a bit hard,,, allso half of the good modding tools are not avaible as the download links are dead.

    cheers mates

    thanks for your help, it is really apriciated

    Canadus

  9. #9
    Member ajlsunrise's Avatar
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    You're welcome, even though I don't think you're getting the point I'm trying to make. But alas, that is more likely my fault than yours.

  10. #10
    Quote Originally Posted by ajlsunrise View Post
    You're welcome, even though I don't think you're getting the point I'm trying to make. But alas, that is more likely my fault than yours.
    ajlsunrise.

    you know how to build multible turrets with a single build action.
    i have ben "stealing" the idea of another mod,,,, building 4 turrets at once.

    and eventhough i copy the code,, it wont work when i do it... really strange... please take a look and tell me whats wrong

    build menu
    Code:
    { 
    		Type = 				SubSystem, 
    		ThingToBuild = 			"vgr_qje_quadflechette_stbdF4",
    		RequiredResearch =		"",
    		RequiredFleetSubSystems =	"",
    		RequiredShipSubSystems =	"",
    		DisplayPriority =		73,
    		DisplayedName =			"CanadusTest",
    		Description = "Bygger et turret hvis det virker" },
    
    	{ 
    			  Type = SubSystem, 			  
    			  ThingToBuild = "vgr_qje_quadflechette_stbdF5",		
    			  RequiredResearch = "unbuildable",     
    			  DisplayPriority = 0,}, 	
    	{ 
    			  Type = SubSystem, 			  
    			  ThingToBuild = "vgr_qje_quadflechette_stbdF6",		
    			  RequiredResearch = "unbuildable",     
    			  DisplayPriority = 0,}, 	
    	{ 
    			  Type = SubSystem, 			  
    			  ThingToBuild = "vgr_qje_quadflechette_stbdF7",		
    			  RequiredResearch = "unbuildable",     
    			  DisplayPriority = 0,},
    Vgr_mothership
    Code:
    StartShipHardPointConfig(NewShipType,"Weapon 9","Hardpoint_Canadus1","Weapon","Sensors","Damageable","","vgr_qje_quadflechette_stbdF4")
    StartShipHardPointConfig(NewShipType,"Weapon 10","Hardpoint_Canadus2","Weapon","Sensors","Damageable","","vgr_qje_quadflechette_stbdF5")
    StartShipHardPointConfig(NewShipType,"Weapon 11","Hardpoint_Canadus3","Weapon","Sensors","Damageable","","vgr_qje_quadflechette_stbdF6")
    StartShipHardPointConfig(NewShipType,"Weapon 12","Hardpoint_Canadus4","Weapon","Sensors","Damageable","","vgr_qje_quadflechette_stbdF7")
    subsystem .sub file
    Code:
    NewSubSystemType = StartSubSystemConfig()
    NewSubSystemType.displayedName = "Double Kinetic Cannon"
    NewSubSystemType.sobDescription = "Adv. Anti-Frigate"
    NewSubSystemType.tacticalIcon = "hexagon"
    NewSubSystemType.tacticalIconMinSize = 0.0035
    NewSubSystemType.tacticalIconMinFadeSize = 0.0045
    NewSubSystemType.tacticalIconMaxFadeSize = 0.008
    NewSubSystemType.groupMergeSize = 0.001
    NewSubSystemType.mouseOverMinFadeSize = 0.045
    NewSubSystemType.mouseOverMaxFadeSize = 0.1
    NewSubSystemType.maxhealth = 25000
    NewSubSystemType.regentime = 250
    NewSubSystemType.nlips = 0
    NewSubSystemType.nlipsRange = 0
    NewSubSystemType.nlipsFar = 0
    NewSubSystemType.nlipsFarRange = 0
    NewSubSystemType.meshRenderLimit = 0.004
    NewSubSystemType.minimumZoomFactor = 0.6800000000000001
    NewSubSystemType.selectionLimit = 5000
    NewSubSystemType.preciseATILimit = 5000
    NewSubSystemType.selectionPriority = 37.5
    NewSubSystemType.type = "Weapon"
    NewSubSystemType.typeString = "DoubleKineticCannonF4"
    NewSubSystemType.collateralDamage = 100
    NewSubSystemType.inactiveTimeAfterDamage = 80
    NewSubSystemType.activateHealthPercentage = 0.1
    NewSubSystemType.costToBuild = 1
    NewSubSystemType.timeToBuild = 1
    NewSubSystemType.isResearch = 0
    NewSubSystemType.visible = 1
    LoadSharedModel(NewSubSystemType, "vgr_qje_quadflechette_stbd")
    NewSubSystemType.BuildFamily = "SubSystem_Vgr"
    NewSubSystemType.AttackFamily = "SubSystem"
    NewSubSystemType.DockFamily = "CantDock"
    NewSubSystemType.DisplayFamily = "Weapon"
    NewSubSystemType.ArmourFamily = "SubSystemArmour"
    StartSubSystemWeaponConfig(NewSubSystemType,"vgr_qje_quadflechette","Weapon_StbdAft","Weapon_Flechette")
    i hope this is all the info you need to look where i messed up..

    thanks for your time... it is really apriciated.

    cheers
    Canadus

  11. #11
    Member ajlsunrise's Avatar
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    If you want all 4 to build at once, you're going to have to do a bit of scripting, or combine them all into one subsystem.
    I can help with the scripting if you decide to go that route.

  12. #12
    the turret would still end up in the correct spot relative to other features of the ship
    is exactly the reason I asked

    Are you sure the weapon is the only thing on the wrong side? Check what else is on the same side as the new cannon in CFHodEd and then check in-game to see if those defining features have switched sides too.

    if you build more than 1 weapon into a subsystem, can they target different ships or do they behave as 1 unit?
    Last edited by jnaymie; 10th Aug 12 at 3:37 PM.

  13. #13
    Member ajlsunrise's Avatar
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    They can target different ships. I have a flak cannon module on one of my destroyers that has 4 different turrets on it and it works.

  14. #14
    hi again.

    the code i have posted is taken from another module that builds 4 turrets at the same time, the only thing i did was change the name of some stuff

    i would apriciate your help, scripting, or combine them all into one subsystem is up to you,, i belive the above code tried to build the 4 turets as 1 module but i may be wrong.

    i just want to build serval turrets at the same time ( or meaby even 6-8 turrets).
    thanks so much for your time.

    cheers
    Canadus

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