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Author
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Topic: less deadly flakpanzer also available
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mposis Pilot
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posted 06-23- 09:30 PM
Get the 4x20mmflak from: http://models3d.webjump.com I just modified the original flakpanzer. Rate of fire is 1/4 of historical values. Gun ammo and gun weight are 1/2 of historical values. IP: Logged |
Tailslide Pilot
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posted 06-23- 09:36 PM
Say, do you think there is any way of making it less accurate? Luny's gunner had a problem of not being accurate..
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mposis Pilot
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posted 06-23- 09:41 PM
Tail,I don't know how to make it less accurate but making them less lethal seems to work. Making the rate of fire to be 1/4 also helps the FPS. IP: Logged |
Laika 801 Pilot
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posted 06-24- 04:02 AM
I know how to make it less acurate - just add a 'pitch or 'yaw dof in the right (in my case wrong) position with a range from -1 to 1 or more. If you do it like I do (see the gunnner/turret topics) the AI will tremor a bit...LK IP: Logged |
Tailslide Pilot
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posted 06-24- 02:03 PM
Hey Laika can you try this if you get time? Call it "drunkAA" or something  Seriously this would be handy! TS IP: Logged |
mposis Pilot
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posted 06-25- 02:21 PM
Tail,Thanks for volunteering Laika to do it  [This message has been edited by mposis (edited 06-25-2000).] IP: Logged |
Tailslide Pilot
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posted 06-25- 02:59 PM
Hahaha I would do it if I knew what he was talking about !  TS
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Laika 801 Pilot
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posted 06-26- 02:10 PM
Ha ! Thats really simple:You need something like this: CrewPosition 'GunnerAA (Parent) --->GunObject 'gun20mm (child, not the CGun object -> just the 3dmodel of the gun) ---------->Gun1 (or 2, 3, 4 ; CGun objects; child of the GunObject) this was that - now we set up the crew position to 'gunRemote - fine. Now we (should) know that every Dof of any object in this tree named 'gunXXXXX or 'viewXXX moves when its dofProp is something like (dofID 'yaw) or (dofID 'pitch). So all to do is to set up the dofs, align them and all the other (not liked) work with dofs. BUT this installment does not work, when the parent has no DOF, so we add a dof, and do a test: it should work ! (if not --> you did something wrong ) Now comes the "trick" (or in my case the bug) : add (dofID 'yaw) or (dofID 'pitch) to the dof of the parent (might be good to add 2 dofs here). Set the max/min to 5,-5. Now when AI is aiming he shakes (between +5 to -5 deg). In my case (dof was set to 10/-10) the Ai did not fire anymore, so try to decrease the dof values to 0.5 or so. Of course I did not know if AI ever starts to fire with this setup... Understand it ? LK
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Tailslide Pilot
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posted 06-26- 03:01 PM
Hehe.. no Laika don't follow you I get the general idea but not the specifics. Did you get my email with the instrument texture? I did not receive a reply and I would like to release my new yak if we are not going to be stanardizing the insturment textures. TS IP: Logged |
Laika 801 Pilot
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posted 06-27- 03:22 AM
Check your mail - Tail !IP: Logged |
Laika 801 Pilot
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posted 06-27- 08:59 AM
quote: ..no Laika don't follow you I get the general idea but not the specifics
its easy - believe me  You might take a look at the pe2.sm file and check the navigator-object, this explains it pretty good... LK
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