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SCHRifle

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  1. I have to code animations for a four legged vehicle (ATAT) and a two legged vehicle (ATST) for the First Strike MOD.
  2. Ok, the problem is that I'm using tracers. The tracers start from the MultiFirecomp and turn towards the barrels. EDIT: Fixed this problem after changing the "TracerConverageDistance" from "100" to "-1".
  3. I finally understand! I didn't understand how a multifire component worked. I thought it loaded the projectile data from it's barrels, not the projectile template. I made a projectile template, copied my wings (rotbundle) as an instance, linked them to the multifire and made them a barrel. It worked! I'm having problems still but I can work them out, I can't thank you guys enough!
  4. Where is this weapon located? I loaded the hmg_m134 in the stationary weapons directory and the code is nothing like what you posted. It has one firearm, and one projectile. I also checked the one attached to the blackhawk but it loads the stationary one. It has one firearm, with a singlefire comp and one projectile?
  5. I have four generic firearms, which are the lasers on each wing. Each is set to fire as PIFire but that doesn't make them all fire at the same time. It makes four seperate primary weapons that you can cycle through. It doesn't matter what index number it is, they don't fire at the same time. The only method that I've found so far to fire more than one projectile at once is the MuliFireComp. To do this, you have to make the projectile a barrel of the MultiFire, but the projectile has to be a child of that MultiFire. I can't use a multifire because the projectiles are childs of the firearms, which are childs of the wings.
  6. So basically you're saying to duplicate the wings without geometry? That's not getting me anywhere, it's just doubling the amount of children in the hierarchy. Thanks for your continued effort to help, keith.
  7. The M134 is a bad example. It uses a singlefirecomp. The firearm is attached to the minigun which is attached to the PCO. When the minigun rotates, the firearm rotates with it. The projectile is a child of the firearm which also makes it roate. The firearm doesn't call for a projectile that's from a differant parent, it's projectile is a child of itself. The firearm on the X-Wing has to call for a projectile from a differant parent as it's barrel, which is impossible. What do you mean by "they float on their own invisible rot bundles"?
  8. We have backup plans such as what you're talking about and other ideas but I'm concentrating on getting the initial concept to work.
  9. I can't add them as barrels because you can only make barrels to projectiles and firearms that are children of the firearm you're trying to make barrels for.
  10. Here's my hierarchy. Notice that each laser is attached to a wing, and the wing is attached to the PCO. For me to be able to make the lasers a barrel, they have to be a child of the genericfirearm that's attached to the PCO, but they can't because if they aren't a child of the wings, they won't rotate with the wings.
  11. I already have the X-Wing's laser tips set as a GenericFirearm. I can't make them children of the parent GenericFirearm (Which is a child of the PCO) because they're children of the wings.
  12. It's the same in-game. I'll play around with differant settings and see what I can do.
  13. Thank you very much Croupier. I'm trying to make a laser that will be used as a tracer. I applied the staticmesh shader and named my root dummy as you said and it worked. I couldn't see it in the editor until I applied it the AK47 as a tracer and it worked great. This also solved my problem of not being able to scale the particle as a tracer like you can with other bf2 tracers. The problem is that it's extremely bright now. Here's an image of the laser rendered in color mode with a bundledmesh shader so you can't see the lighting error. This is the brightness and look it should be. Here it is as a MeshParticleMesh rendered in normal mode, it's extremely bright. Have any ideas on how to adjust the brightness? Maybe it depends on the lighting of the level? Thanks again for your help. BTW, I love the reavers weapon test video, BF:A is looking awesome.
  14. The ability to assign a barrel to a projectile linked to a differant parent besides the actual MultiFireComp. Right now you can only assign barrels to projectiles linked to the MutliFireComp.
  15. No it doesn't have collision physics, but that doesn't change the problem I'm having and it has nothing to do with it.
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