Author Topic: Vehicle Turret  (Read 5378 times)

I am making a warthog with a usable turret.  At the moment it works fine with no turret, and it works fine with a tank turret.  But If i try to use my own turret Blockland Crashes so I removed most of the turret code and it still crashes.

Heres some pictures:

No Turret Warthog

The Tank Turret Works

This is what the turret should look like
I've included the files below.  Does anyone know what is happening, or how I can fix it?
Working Add-On - http://www.mediafire.com/?ymwgxeffrmo
Turret Model - http://www.mediafire.com/?qammcbczqq8

EDIT- Oh and by the way the interior isnt always red its paintable
« Last Edit: September 10, 2008, 02:18:29 AM by Eagleson »

When you get the turret to fire like a machingun, PM me :D

Have you checked

function armor::onTrigger(%this, %obj, %triggerNum, %val) ?


Lolz. I'm enjoying the discovery of new functions.

It's a model error maybe. Are you sure you have all the playerCharacter fancy joints/specifically named meshes and what-not?

One thing to remember is to have the Collision Mesh and Bounds and all that other stuff in the .dsq files AS WELL as in the sourced .dts file, otherwise the engine will not know what the forget.

So make sure your .dts file for the turret includes the collision mesh (named something, I dunno, look it up somewhere) and the bounds mesh (if not automatically generated on export already). Then make sure the root.dsq file for your model also contains all that stuff and the same joints, and do the same for your look.dsq (look was it? I dunno)

You will probably get further problems if using MS3D, like box shadows and "submerged model syndrome". I can't help you with those.

The turret is like a player, if you're missing animation and the game try's to play them it simply implodes and crashes itself. I suggest opening the turret in Torque Pro Show Tool to get a good solid example of how the turret works.

Ah. I'm very sure its a model problem nao.

Thank you for the replies.
It will be blockland looking for player animations that cause it to crash - My turret actually doesnt have any.

Thank you for the replies.
It will be blockland looking for player animations that cause it to crash - My turret actually doesnt have any.

That might be the problem. The turret is a character player and needs atleast one .dsq animation in particular to be spawned without crashing, and that's the TurretNameHereroot.dsq function. Then for a good turret, you may want to add a look.dsq animation to it as well (to tilt the turret barrel up/down).

Again, remember to include the same collision mesh you have in the .dts file into the corresponding .dsq files.

omfg i can't wait until this is released

Nice are you going to release it when its fixed and done?

That might be the problem. The turret is a character player and needs atleast one .dsq animation in particular to be spawned without crashing, and that's the TurretNameHereroot.dsq function. Then for a good turret, you may want to add a look.dsq animation to it as well (to tilt the turret barrel up/down).

Again, remember to include the same collision mesh you have in the .dts file into the corresponding .dsq files.

Cant you just copy the same DSQ files?


What do you mean?

Situation:

I use the same joints/nodes in the Tank Turret, I just studied its arrangements and names...

Then I use it on my turret. Can I just use the same DSQ files?

Situation:

I use the same joints/nodes in the Tank Turret, I just studied its arrangements and names...

Then I use it on my turret. Can I just use the same DSQ files?
No, that wouldn't work. The original object .dts file has to match every aspect of it's corresponding .dsq files, and I think it goes right down to the position of the joints and important meshes on the grid. I don't know if you can remove/add detail meshes in a .dsq and get away with it though, probably not.

You need to make the .dsq animations directly from the finished .dts model file.

No, that wouldn't work. The original object .dts file has to match every aspect of it's corresponding .dsq files, and I think it goes right down to the position of the joints and important meshes on the grid. I don't know if you can remove/add detail meshes in a .dsq and get away with it though, probably not.

You need to make the .dsq animations directly from the finished .dts model file.

Oh. I'll study the turret more. Thanks. You helped alot in my problems.