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Author Topic: Multiple fire positions. (Armoured)  (Read 3253 times)

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Offline The-Architect

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Multiple fire positions. (Armoured)
« on: 28 Nov 2004, 20:18:01 »
Since the release of Col. Klink's PT boats, has anyone begun to explore the posibility of having multiple fire positions on a piece of armour.

A good example of a posible candidate is the FDF mod T72. There is the main gun with machine gun, and also the redundant model of the machinegun above the hatch on the turret.

With the work that Col Klink has done, is it posible that in the future we'll be seing tanks which actually use such mountings?
« Last Edit: 28 Nov 2004, 20:18:27 by The-Architect »
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Offline dmakatra

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Re:Multiple fire positions. (Armoured)
« Reply #1 on: 28 Nov 2004, 20:29:55 »
It has been up many times and the problem is that it only works on boats. You see, when you e.g roll with your tank up a hill, the tank will go like 30 degrees, but the 2nd gun will still be on 0 degrees. With boats, there are no sloaps, problem solved.

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Offline The-Architect

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Re:Multiple fire positions. (Armoured)
« Reply #2 on: 28 Nov 2004, 20:52:39 »
I don't get it. Well I do, but I don't.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline dmakatra

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Re:Multiple fire positions. (Armoured)
« Reply #3 on: 28 Nov 2004, 22:05:18 »
I'm no addon maker, but that's what I've been told.

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Karik

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Re:Multiple fire positions. (Armoured)
« Reply #4 on: 28 Nov 2004, 22:18:08 »
http://ofp.gamezone.cz/index.php?showthis=7156

Maybe in OFP2, if it ever appears.

sa8gecko

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Re:Multiple fire positions. (Armoured)
« Reply #5 on: 01 Dec 2004, 20:53:35 »
You could try this:
http://xoomer.virgilio.it/sa8gecko/M1A1_turret.rar
It adds a M2 machine gun on the M1A1. But it's not the commander one,
even if I think that with a little scripting it could be made.

For a list of pro and cons look here:
http://psyproductions.proboards21.com/index.cgi?board=addDis&action=display&num=1101899977

Offline Triggerhappy

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Re:Multiple fire positions. (Armoured)
« Reply #6 on: 03 Dec 2004, 03:38:25 »
well, i have seen a function that can find the pitch of a vehicle, and i don't see why you can't make something that would then set the pitch
if you think about it logically, if you can come to a conclusion through some means, then you can go backwards from you conclusion again.

given knowledge --> finding pitch --> pitch
pitch --> reverse finding --> setting pitch by changing the given knowledge

sa8gecko

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Re:Multiple fire positions. (Armoured)
« Reply #7 on: 03 Dec 2004, 07:02:10 »
Quote
well, i have seen a function that can find the pitch of a vehicle
unfortunately it uses particle drops, so you can't reverse it...
At least this is what I know. Perhaps, but a big perhaps, you,
knowing the pitch, could animate the whole turret, having defined
an animation axis in p3d and an animation in config.cpp. But if the
vehicle has a bank angle too, it would look not good anyway cause
you can't define two animations for one selection (at least they told me
so).  And the MG turret has already its 'osaveze' axis so it can rotate...
Maybe using 'keep height', as in my example above, will make the
thing look less crappy.

Offline greg147

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Re:Multiple fire positions. (Armoured)
« Reply #8 on: 05 Dec 2004, 10:07:20 »
What about aircraft? Could you have multiple gun positions on an airplane? Cos then you could make bombers like B-17s.  :P
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Coldfire

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Re:Multiple fire positions. (Armoured)
« Reply #9 on: 06 Dec 2004, 00:12:16 »
Aircraft pitch more than ground units, so if anything it's even LESS possible to have a aircraft with more than one gun.

m21man

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Re:Multiple fire positions. (Armoured)
« Reply #10 on: 06 Dec 2004, 16:45:07 »
Quote
if you think about it logically, if you can come to a conclusion through some means, then you can go backwards from you conclusion again.
Not logical at all. All of the "getpitch" functions I've seen rely on interpreting data about an object's velocity.  First, they all assume that a vehicle's nose is pointing directly towards its destination, something that is rarely true of moving helicopters. Second, you cannot affect pitch using setvelocity. Third, you can only find the front-back pitch of a vehicle, you can't find the left-right pitch.

Offline Triggerhappy

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Re:Multiple fire positions. (Armoured)
« Reply #11 on: 07 Dec 2004, 03:24:36 »
nope, look in the ed. depot, theres a funtion that finds both, and it doesn't use velocity

m21man

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Re:Multiple fire positions. (Armoured)
« Reply #12 on: 07 Dec 2004, 03:29:26 »
Quote
nope, look in the ed. depot, theres a funtion that finds both, and it doesn't use velocity
And it uses drop, so there is no way to "reverse" it.

Offline Triggerhappy

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Re:Multiple fire positions. (Armoured)
« Reply #13 on: 07 Dec 2004, 04:14:16 »
which has already been explained above, i figured that out, just correcting your argument that they can only get one pitch and use velocity

sa8gecko

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Re:Multiple fire positions. (Armoured)
« Reply #14 on: 07 Dec 2004, 07:52:05 »
Quote
Aircraft pitch more than ground units, so if anything it's even LESS possible to have a aircraft with more than one gun.
Well, you can animate a turret. Only in pitch OR in bank, at least it's what
I found out. Of course the 'usti hlavne' and 'konec hlave' points will remain
where they were, so this is of little utility other that aesthetic.
take a look at this if you don't believe:
http://s8.yousendit.com/d.aspx?id=5B5DC178CDB6B293D0221055CC6773E8
(link will disappear in three days)

Returning to the abrams tank above, you could make the turret ring solid
with the tank itself, and make the turret having only the weapon with the tripod
and the hatch (along with the gunner, of course)
For WW2 tanks that have mostly internal machine gun, this should be
even simplier, cause there would not be visible moving parts except
the barrel of the gun itself. Infact if you place the gamelogic that keeps
the weapon attached to the tank carefully, that is in the point where
the weapon is supposed to rotate ( a limited rotation in any case, cause
a MG in the hull or inside the main turret cannot rotate too much anyway),
the illusion should be almost perfect.

Also, don't take the abrams I've made as a complete addon, because it's
not, it's only a demonstrator. So you won't use it in your mission, but only
try it out to see how it could be when someone more talented than me
will make it a complete addon.
Every so and so maybe you'd wish to redownload it from this link:
http://xoomer.virgilio.it/sa8gecko/M1A1_turret.rar (the same as above)
as I keep adding features when I have the time. And I hope someone
would like to help too, cause this is an open project. About the features
that could be replicated even in 'normal' addons are the MG turret firing
4 AP and 1 tracer (works only with the AI as gunner), ricocheting tracers
and expended cases ejection.