Spinning Weapons

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Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

Spinning Weapons

Post by Dragonlead »

Milo, et al,

Is there any way around this problem?

WeaponDesign: no catalog entry for design 'tempweapon', checking mods...
WARNING: parameter 'spin' ignored in 'tempweapon.def'
WARNING: parameter 'spin' ignored in 'tempweapon.def'
WeaponDesign: found mod weapon 'tempweapon'

I am trying to recreate an effect similar to today's fighter cannons that spin their barrels. I recreated the same things I need for rotating ship parts, but the programming doesn't seem to like it when it comes to weapons. Is there a work-around?

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Kuokkanen
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RE: Spinning Weapons

Post by Kuokkanen »

There should be. Bailey's mass driver barrel spin around.
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Pheonix Starflare
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RE: Spinning Weapons

Post by Pheonix Starflare »

The way the Baily works, as I understand it, is that there's a spinning part of the ship model, and the barrel of the weapon is just placed there. You could do something similar for a gatling-style weapon.
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Dragonlead
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RE: Spinning Weapons

Post by Dragonlead »

I thought of that. The problem I face is that I want this to be a turreted weapon very similar to the "R2-D2" anti-missile defense system used on most major US Naval vessels. This would require the spin to be in the wep.def. I also want more than one and I don't know how to get multiple parts spinning when they aren't on a major axis line.

I imagine the monster barrel on the Bailey-class is drawn in Magic with the center line of the barrel straight down the Y-axis.

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p10ppy
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RE: Spinning Weapons

Post by p10ppy »

yeap and no way to do it in a weapon mag (i think)
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