systems determination of firing arcs

essentially what the title says.  How does the computer determine if a cannon is forward, rear, left, or right facing.  I understand the concept of firing arcs in general, but I am just asking.  the reason is that in my mod (Olympus Class) features a ship with forward facing cannons, but they are towards the rear of the ship.  is there something about it in the mesh? or is it somewhere else?
2,534 views 8 replies
Reply #1 Top
Its in the mesh file, the 'meshpoints' have a location and a orintation (consisting of 3 axis).

You convert them with the .mesh usualy.


Note that there is no collision checking so guns can fire through the hull thus gus at the back of a long, large ship will often fire through its own hull.
Reply #2 Top
how do you put mesh points on ship?
for engines and guns? is there a tutorial out there for it
Reply #3 Top
The mod documentation has information on how to do it in XSI...

You can add them by hand if you understand 3D axis and coordinates (and have TXT versions of a mesh).
Reply #4 Top
Yah, in XSI, you want to put "nulls" into the object. These are points that take up no space, they are just a reference location. They are under create new primitive. It looks like a star...

Also, thank you Aractain. The turrets are missile by the way, so they might not hit itself...and they are also up on a pronounced tower, so they should not be much of a problem...
Reply #5 Top
god that sounds difficult so by place "nulls" it reconizes it as a weapon slot and by putting the weapon in the entity file place the certain wepon there
Reply #6 Top
not exactly... when converting it into mesh, you can choose what you want it to be...
Also, the entity file simply talks about what weapons deal what damage. The location is in the mesh...
Reply #7 Top
so i specify what weapon i want in the xsi mod tool cause i notice you name the nulls
like exhaust and weapon 1 and so on would name it like P001-weapon-1 what would i say for the weapon if i wanted missles to come out of the null point
Reply #8 Top
yup thats correct, the documentation covers it verywell to the last detail at least there. the only thing the missed is textures and some minor things, I will be making a tutrial on it tommorow. so look forward if u got Texture questions and other tips and tricks u want to know