Ships dancing again

Ships dancing again

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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Ships dancing again

Post by VonGratz »

Ive tested my own mod and XTA, and ships are "dancing" while aiming again.
This bug was already fixed in past versions, but got back :|
Vongratz :wink:
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

KDR's patch fixes this issue iirc...though maybe that was just for turret pieces themselves.
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

del
Last edited by VonGratz on 30 Aug 2007, 17:44, edited 1 time in total.
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

Fixed in last dev patch 4264 :lol:
Thanks,
VonGratz :wink:
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

As only the ships with depththrower weapons still are dancing, Ive tried a modified script, because this weapon IS directly aligned to the base and the ships with these weapons still are dancing after the modif SVN 4264 .
After that, the cruisers behavior Ive tested are OK.
Ive created a new aiming point, separated from the hull(base)and added x,y point rotation movements for aiming, and the hull's ship now not more dance.
VonGratz :wink:

SCRIPT DETAILS
OLD

FireTertiary()
{
}
NEW
AimTertiary(heading,pitch)
{
SIGNAL SIG_NUM4;
SET-SIGNAL-MASK SIG_NUM4;
TURN controller to y-axis heading SPEED <300>;
TURN controller to x-axis (0 - pitch) SPEED <200>;
WAIT-FOR-TURN controller around y-axis;
WAIT-FOR-TURN controller around x-axis;
START-SCRIPT RestoreAfterDelay();
RETURN ( TRUE );
}
FireTertiary()
{
}
AimFromTertiary(piecenum)
{
piecenum = controller;
}
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