ok..first.. I'm not building this but slowguy is.
He made a reactor but its fires at the ground. Sad .. but true.
the question: how to make the reactor behave like a truely hostile mechanizim instead of a confused polymodel that needs theorpy?
hehe.. if slow posts, he will be able to tell you more.
It was for This reactor.
Custom Object Question.
- Jon the Great
- DBB Captain
- Posts: 538
- Joined: Fri Nov 28, 2003 3:01 am
- Location: California
- Jon the Great
- DBB Captain
- Posts: 538
- Joined: Fri Nov 28, 2003 3:01 am
- Location: California
It's probably an AI setting in the gam file. I've haven't actually expriemented with custom robots yet but I would assume it has to do with AI section of gam file.
However, if the reactor is shooting at the ground than it's just a gunpoint problem. Also, keep in mind, you can do ALOT of things with the reactor through scripting. You can have it not activate until the player enters the room, play cutscene of the reactor activating, have it distort a little everytime it's hit, and much much more...
However, if the reactor is shooting at the ground than it's just a gunpoint problem. Also, keep in mind, you can do ALOT of things with the reactor through scripting. You can have it not activate until the player enters the room, play cutscene of the reactor activating, have it distort a little everytime it's hit, and much much more...
there will be limited scripting as this is for a anarchy set and not single. Although I'm sure some will need to be added. .. that will be my next headache.
2 things we're have trouble with, now that I'm more awake...
1). Gunpoints shooting into the ground.
2). 3 of the 4 gunpoints shooting at the player at one time.
Slowguy, have I missed anything?
2 things we're have trouble with, now that I'm more awake...
1). Gunpoints shooting into the ground.
2). 3 of the 4 gunpoints shooting at the player at one time.
Slowguy, have I missed anything?
- Interceptor6
- DBB Ace
- Posts: 138
- Joined: Sat Mar 01, 2003 3:01 am
- Location: baton rouge, LA, USA
The possible causes:
-A gunpoint aiming at the floor by default (dumb idea, heh)
-The object was not oriented properly in D3edit before you made your OOF. It has to be facing 'upwards' in the Top view of D3edit to face the player correctly. Or you can have a ship that flies sideways, backwards or the sort.
-something very bad happened in the oof's turrt/fov properties ( if you used that)
-A gunpoint aiming at the floor by default (dumb idea, heh)
-The object was not oriented properly in D3edit before you made your OOF. It has to be facing 'upwards' in the Top view of D3edit to face the player correctly. Or you can have a ship that flies sideways, backwards or the sort.
-something very bad happened in the oof's turrt/fov properties ( if you used that)
hmm interesting...
well the gunpoints were fine, not pointed at the ground or anything. it is possible though that it wasn't properly orientated in d3edit... but i don't think that was the problem. there was a flag in the gam file that i had selected and it wasn't working the way i wanted it to. the setting allowed the gunpoint to follow the target, like a turret, but when the gunpoint would fire, it would fire just below its target. so i gave up and tried something else. making invisible turrets for the gunpoints to rotate on, and adjusting the fov's with oof editor, and that worked
well the gunpoints were fine, not pointed at the ground or anything. it is possible though that it wasn't properly orientated in d3edit... but i don't think that was the problem. there was a flag in the gam file that i had selected and it wasn't working the way i wanted it to. the setting allowed the gunpoint to follow the target, like a turret, but when the gunpoint would fire, it would fire just below its target. so i gave up and tried something else. making invisible turrets for the gunpoints to rotate on, and adjusting the fov's with oof editor, and that worked