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Re: The Fae (Warning Many Images)

Posted: Sun Apr 22, 2012 9:00 pm
by General BlackDragon
Taps...

powerTap1 - powerTap8 = "Model piece name"
PowerName1 - powerName8 = "odf to place there"

Understand now?

Re: The Fae (Warning Many Images)

Posted: Sun Apr 22, 2012 9:41 pm
by Clavin12
Yes, thanks. I didn't know the power taps were the normal taps.

Re: The Fae (Warning Many Images)

Posted: Sun Apr 22, 2012 10:22 pm
by General BlackDragon
Yup.

Must be under [PoweredBuildingClass] or [TurretCraftClass] odf header.

Must be a building that supports taps. (factory, gun tower, "powered", stuff.)

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 1:40 am
by Clavin12
So the problem now is that the turret doesn't want to shoot me. If I place a neutral it slowly rotates just fine, but when I place an enemy it just jerks back and forth and only shoots when I'm on the right side of it.

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 2:29 am
by Nielk1
The base structure getting in the way?

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 4:24 am
by Zax
Clavin12 wrote:So the problem now is that the turret doesn't want to shoot me. If I place a neutral it slowly rotates just fine, but when I place an enemy it just jerks back and forth and only shoots when I'm on the right side of it.
Or the pivots are screwed up. Not sure the rotation angles of whatever model program you use.

In 3DS no pivot rotation is needed, as the exporter takes care of it.

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 12:26 pm
by Clavin12
Nielk1 wrote:The base structure getting in the way?
Well, since they're taps, I'd been testing them out on their own and they did this. However, when I place the complete structure they don't move at all, so probably.

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 2:42 pm
by General BlackDragon
turrets rotating has nothing to do with collisions, it'd clip through the structure if it needed to do so.

The structure could only get in the way of the bullets, not prevent the turret from turning to aim.

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 3:04 pm
by Clavin12
Here is the model. Diagnose it if you wish.

http://www.mediafire.com/?fjquzjzanfebxbj

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 3:17 pm
by General BlackDragon
Ooooh, oh oh oh...Uuum, try making the "spire" a normal "powered" classlabel. IIRC Turrets tapped onto turrets don't like to do stuff. Idk why.

Code: Select all

[GameObjectClass]
mrmFactor = 0
geometryName = "ebspiretur.xsi"
classLabel = "powered" //"turret"
collisionRadius = 1.0
scrapCost = 30
scrapValue = 25
powerCost = 0
maxHealth = 2000
maxAmmo = 10000
unitName = "Turret"
//aiName = "GunTowerFriend"
//aiName2 = "GunTowerEnemy"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 4:12 pm
by Clavin12
Now I get this AV:

Code: Select all

---- Battlezone II Log File ----
//=====================================================
App version: bz2edit 1.3.6.2 Public Beta Jul 29 2011 21:47:41
Windows version: Windows Version: 6.1.7601 'Service Pack 1' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|             console:819  |12:11:41|15083  |value = 0
DIAG|             console:819  |12:11:41|15083  |value = 0
DIAG|             console:819  |12:11:41|15083  |value = 0
DIAG|             console:819  |12:11:41|15083  |value = 0
DIAG|             console:819  |12:11:41|15084  |value = 0
DIAG|             console:819  |12:11:41|15084  |value = 0
DIAG|            runcodes:159  |12:11:41|15084  |[Mission] Entering run code [RUN]
DIAG|            runcodes:159  |12:11:41|15085  |[View] Entering run code [COCKPIT]
(done)

Exception code: C0000005 (ACCESS VIOLATION) WRITING to 00000000h
Message :  Exception
Error occurred at 4/23/2012 12:11:44.
C:\Program Files (x86)\Battlezone II\bz2edit.exe, run by Bittner.
C:\Program Files (x86)\Battlezone II\bz2edit.exe, run by Bittner.
CPU: 4 processor(s), AMD Athlon(tm) II X4 645 Processor
     AMD64 Family 16 Model 5 Stepping 3
Process Memory :   1499 MB free out of   2048 MB total
Physical memory:   2557 MB free out of   3839 MB total
Page(swap) file:   5521 MB free out of   7675 MB total
This exe is using 177 MB (64 MB dlmalloc), peak use 179 MB

Fault address:  01344D64 01:00033D64 C:\Program Files (x86)\Battlezone II\bz2edit.exe

Registers:
EAX:00000000
EBX:160BE480
ECX:00000000
EDX:00000000
ESI:166A0378
EDI:166A02E0
CS:EIP:0023:01344D64
SS:ESP:002B:0063DFFC  EBP:0063E004
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00210246

Call stack:
Address  Offset1  Offset2  Module              SourceFile
01344D64 +00034D64 0000004E bz2edit          (bz2edit): : UnitTask::UnitTask

01348B71 +00038B71 0000000F bz2edit          (bz2edit): : SitTask::SitTask

01311931 +00001931 0000023F bz2edit          (bz2edit): : AiMission::Update

01312189 +00002189 0000000A bz2edit          (bz2edit): : AI_Update

01375B93 +00065B93 00000165 bz2edit          (bz2edit): : MoveOneTurn

013766F4 +000666F4 00000379 bz2edit          (bz2edit): : MissionHandler::State::RunState::Process

01496FCD +00186FCD 0000019E bz2edit          (bz2edit): : RunCodes::Process

01373E65 +00063E65 00000012 bz2edit          (bz2edit): : MissionHandler::Process

01496FCD +00186FCD 0000019E bz2edit          (bz2edit): : RunCodes::Process

01491424 +00181424 0000004A bz2edit          (bz2edit): : Main::MessagePump

0135AF8A +0004AF8A 000004E7 bz2edit          (bz2edit): : HandledMain

0135AC2D +0004AC2D 0000018A bz2edit          (bz2edit): : HandledMain

0135799E +0004799E 0000005E bz2edit          (bz2edit): : WinMain

014ED66B +001DD66B 00000191 bz2edit          (bz2edit): : strcat

7703339A +0001339A 00000012 kernel32         (kernel32): : BaseThreadInitThunk

77C69EF2 +00039EF2 00000063 ntdll            (ntdll): : RtlInitializeExceptionChain

77C69EC5 +00039EC5 00000036 ntdll            (ntdll): : RtlInitializeExceptionChain



Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 4:50 pm
by General BlackDragon
Did you comment out the AI name(s)?

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 6:28 pm
by Clavin12
Oh, no.

The taps work now, but the turrets still don't act right. Here are the updated files: http://www.mediafire.com/?b7dsli5ybg2rn31

I believe it is a problem with the turret heads themselves, and not the tap setup.

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 10:18 pm
by General BlackDragon
[TurretCraftClass]
omegaTurret = 2.0

this value seems to be missing... if it defaults to 0, then the turrets can't move.

Re: The Fae (Warning Many Images)

Posted: Mon Apr 23, 2012 10:36 pm
by Clavin12
Changed it, and it still doesn't work right. If you haven't tried just placing the turret head in game, I recommend you do so to observe the problem first hand.