Turret Limits on transHeli.dts and Multiple collisionDetails
by Rex · in Combat Starter Kit · 06/01/2009 (6:35 pm) · 0 replies
Here is another oddity I encountered while evaluating the transport.cs script and transHeli.dts art asset:
No matter how 'shallow' I limited the mounted turrets[mount7/8]...Pan, I would constantly 'shread' my vehicle with the weapon, even if it was not even 'close' to a collision mesh object. I gave them a very shallow 45 degree from 'center' and I was still damaging the vehicle until Destruction occurred. My observation was this: Both the stock transHeli.dts and my 'replacement' vehicle[Mum on that 'project', lol], had multiple collisionDetail geometry; as I was following the provided example, of which I was not the creator/scriptor. No matter how I limited my turret's barrel, I was still damaging the vehicle, beyond what was reasonable, no where near the primitives of the collisionDetail meshes was I.
Then I decided to 'limit' my collisionDetail meshes to just ONE single mesh object. I lost my ability to fire 'through' the open hatchway[which was kinda cool to see a RPG scream past!!] because I'd constructed it as the examples I'd seen in the asset tree....well, that was the 'issue'; Multiple collisionDetail meshes. After extruding out the first mesh I had in the list and deleting the rest[4 total], keeping it convex; I found success... No longer did my 'shallow' firing angles damage the vehicle, in fact, I was firing along the tail and nose nicely with no ill effect....FTW!!
Hope this helps...also, correctly orienting your mount nodes, will negate some of the odd scripting I found with the onAdd calling for each turret on the transHeli. I was able to remove the setRot function call and the minYaw line as well, with no observable effects. My turrets mounted as I 'expected' and fired with limits I 'expected', without relying upon the odd scripting and array for seating....FTW!!
Rex
No matter how 'shallow' I limited the mounted turrets[mount7/8]...Pan, I would constantly 'shread' my vehicle with the weapon, even if it was not even 'close' to a collision mesh object. I gave them a very shallow 45 degree from 'center' and I was still damaging the vehicle until Destruction occurred. My observation was this: Both the stock transHeli.dts and my 'replacement' vehicle[Mum on that 'project', lol], had multiple collisionDetail geometry; as I was following the provided example, of which I was not the creator/scriptor. No matter how I limited my turret's barrel, I was still damaging the vehicle, beyond what was reasonable, no where near the primitives of the collisionDetail meshes was I.
Then I decided to 'limit' my collisionDetail meshes to just ONE single mesh object. I lost my ability to fire 'through' the open hatchway[which was kinda cool to see a RPG scream past!!] because I'd constructed it as the examples I'd seen in the asset tree....well, that was the 'issue'; Multiple collisionDetail meshes. After extruding out the first mesh I had in the list and deleting the rest[4 total], keeping it convex; I found success... No longer did my 'shallow' firing angles damage the vehicle, in fact, I was firing along the tail and nose nicely with no ill effect....FTW!!
Hope this helps...also, correctly orienting your mount nodes, will negate some of the odd scripting I found with the onAdd calling for each turret on the transHeli. I was able to remove the setRot function call and the minYaw line as well, with no observable effects. My turrets mounted as I 'expected' and fired with limits I 'expected', without relying upon the odd scripting and array for seating....FTW!!
Rex
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.