Shipmaking Q&A
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There no direct way to do it, but you can achieve the same effect by, for example, triggering it off immediately after ship spawns with some rotating/moving/fading section.AnnihilatorX wrote:How do you disable a weapon by default, and only if a section is rotated/moved to the border the weapon is enabled?
Looks like a bug.AnnihilatorX wrote:The weapon online/offline mode doesn't seem to respond to border reaching triggers.
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Well, anything could be wrong. It depends on how you have the triggers set up.X-14 wrote:I have one Questions:
I have create a ship whit Moving Sections, but in Sandbox doesn't move to the position... i can't do anything with the manuals... please help me.
[url=http://profile.xfire.com/bizzarecoyote][img]http://miniprofile.xfire.com/bg/sf/type/2/bizzarecoyote.png[/img][/url]
I Think i now what i do false. I don't now anything from the triggers. Can anybody make a manuals with picture. This is easier for me??? pleaseBizzarreCoyote wrote:Well, anything could be wrong. It depends on how you have the triggers set up.X-14 wrote:I have one Questions:
I have create a ship whit Moving Sections, but in Sandbox doesn't move to the position... i can't do anything with the manuals... please help me.
EDIT: I can it now. Thanks BizzarreCoyote.
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Perhaps I'm doing something wrong. I'm trying to make a section that covers a weapon, then moves aside when the weapon aquires a target. Maybe I've overlooked something, but when the weapon aquires a target, the section moves to its target, then instantly jumps back to its origin. Is it supposed to do that? How do I get something to stop along its move path, instead of jumping back to the origin? By the way, I'm using these triggers: On 1: weapon aquired target. On 2: Weapon lost target. Off 1: Move reach target. Off 2: Move reach origin.
Will work for kewl sig/av
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
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Hmm, no, I see what you're saying, but I don't think that's it. The return speed is set to 1.11. In fact, after looking at it again, the mover behavior is even more eratic than what I described in the first post.. When I launch the sandbox to test the ship, the mover starts at its target, moves somewat along its path, then jumps back to its origin. When the gun starts firing, the mover again jumps instantly to the target, moves back to the origin correctly, then moves correctly to the target. upon reaching the target, the mover jumps back to its origin and stops moving altogether. Idk if this is just me being newbish, or maybe a bug. If it is a bug, it might even a bug that was fixed in the v.90a release; I still haven't updated yet.
Will work for kewl sig/av
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
Update, now. D:Hypothetical Wisdom wrote:Idk if this is just me being newbish, or maybe a bug. If it is a bug, it might even a bug that was fixed in the v.90a release; I still haven't updated yet.
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