#4266179 - 06/02/16 08:40 AM
Re: Multi Part Ships
[Re: Col. Gibbon]
|
Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
|
A nobody
Veteran
Joined: Jun 2001
Posts: 13,341
|
Sounds like there might be some hope then. With what you know now Tony, could multi part models be added as one? Like Tmod27_H, _H1, _H2 [H being the master, H6 being the top], and so on? Doing it this way would let us have a few Mulit Part land models too, as well as getting away from having to place different models on top of each other.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
|
|
#4266214 - 06/02/16 12:16 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
|
Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
|
A nobody
Veteran
Joined: Jun 2001
Posts: 13,341
|
If you have the main model, as the lowest part of the ship [waterline hull], in your railway/ship scenario, it would have to be the loco Tmod, as the train stops dead when the loco is hit, and 6 cars piled on top[tender + 5 wagons].
Although it would be easier for multiple, multipart ships, to work with a single master 3dz and a set of 6 slaves.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
|
|
#4266259 - 06/02/16 01:52 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
|
Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
|
A nobody
Veteran
Joined: Jun 2001
Posts: 13,341
|
Each 3dz has a hit bubble, but basically the waterline, and deck area are the two weak points, more or less. The Conning Tower is a separate 3dz so can be destroyed separately, from the deck. Other parts of the hull are difficult to hit or damage. I would say you'd need multiple hits from torpedoes and bombs to sink a carrier, so there would need to be a way of adding hit values to achieve a sinking. And then we have the other capital ships to think about!
BTW, as we know from the Yorktown, carriers are not easy to sink, unless your on a Japanese carrier with loads of planes fueled, and armed on deck!
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
|
|
#4266364 - 06/02/16 07:20 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
|
Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
|
A nobody
Veteran
Joined: Jun 2001
Posts: 13,341
|
From Andy's notes on the EAW Wiki. Chris Coons told me: The value BigRadius is the radius of the bounding cube around the aircraft that the bullets are first checked against. If the bullet is within the cube, then it is checked against each hit location. Each hit location is a sphere with the same radius, which is the value in Radius2 (radius squared). BigRadius is also used for determining plane-plane collision. So ideally BigRadius would cover the entire aircraft, and the hit locations would be evenly spread out so the sum of the radius2 covered the entire body. But you could alter those to make a bullet that really "hit" the aircraft go through two different hit locations and it would become a "miss," for example. All as clear as mud!
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
|
|
#4266382 - 06/02/16 07:55 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
|
Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
|
3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
|
Pie are square.
No, brownies are square.
Pie are round.
In any case I'm sure we can make something work. Don't forget, there was a time when raised flight deck carriers were considered impossible, along with bullet convergence, torpedoes, barges and about a million other things.
We still don't know how to make V2's take off like they did in SWOTL. ( just kidding )
Heck, even paranoids have enemies.
|
|
#4266511 - 06/03/16 05:04 AM
Re: Multi Part Ships
[Re: Col. Gibbon]
|
Joined: Jan 2006
Posts: 1,506
Brit44 'Aldo'
Every Human is Unique
|
Every Human is Unique
Member
Joined: Jan 2006
Posts: 1,506
|
The value BigRadius is the radius of the bounding cube around the aircraft that the bullets are first checked against. Been through with with PE. If the object is multi part, then you have to offset the hit bubble search to the next landscape grid or you have to apply damage to the next grid. It requires a flag for the object checked. The flag triggers a search for 'selected' grids. The flag tells what grid to search.
TPA who TWI "The 10th Amendment simply says that any powers that aren’t mentioned in the Constitution as belonging to the government belong to the states themselves."
|
|
#4266528 - 06/03/16 08:35 AM
Re: Multi Part Ships
[Re: Col. Gibbon]
|
Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
|
Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
|
I found a PAW carrier folder at Coders: I just changed the source code if (!(pMgo->Status & MGO_LEAD))
{
if (ConSpacing[JellyTrick]>=0) total_offset -= (last_offset + pMgo->Target.Type->Length);
}
else
{
if (ConSpacing[JellyTrick]>=0) total_offset = pMgo->formation_y;
}
if (ConSpacing[JellyTrick]>=0) last_offset = pMgo->Target.Type->Length + ConSpacing[JellyTrick] FEET;
train_id = int_train_on_rail(pMgo, total_offset, pMgo->track_id);
This is the "TlistXY.mpf" file I used 515 514 513 512 511 510 0 0 0 0 517 516 8 8 8 10 -1
******************************************************* 17 items
vehicle0 vehicle1 vehicle2 vehicle3 vehicle4 vehicle5 vehicle6 vehicle7 vehicle8 vehicle9 vehicle10: Two extra vehicles added here for engine and tender vehicle11 Convoy size s Convoy size m Convoy size l Convoy speed (knots) Convoy additional spacing (feet)The convoy additional spacing is set at -1 so the code conditions for increasing the offset (if (ConSpacing[JellyTrick]>=0) ) is not met so the eight TMods making up the carrier are generated at the same point. This makes the whole thing appears as a single TMod. Moggy can you send me your carrier so I can see what I can do with it
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
|
|
|
|