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Hey there! Could i have some help?

Posted: Wed Jul 29, 2009 7:43 pm
by Beta_krogoth
Heya everyone! I've been playing BSF for a while now (About a year) and i kinda know my way around the ship-builder. I've recently just found a load of parts in the ship-builder that i didn't know i had by using the group-rearranger. So everything is going great, but then i go on these forums and find this thread: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3463

Its caught my intrest as i've never tried to install custom content and i've never tried to make a turret out of weapons before.

I've looked around the forum and i think i understand how to make turrets:

Make weapon - set as driver to componant - add more guns and link them.

But i'm slightly confused as to how you install and spawn the turret sections that Arcalane posted. Are the turrets sections? and how do i get them to spawn in game? will they be in the group arranger like everything else when i install them?

How do the sprites and thrusters work? i've never used them before so i've got no idea :( If theres a thread with these explained then just send me there.

And also, i think i could work it out, but where do i install them (just incase i can't)

Thanks everyone!

Posted: Wed Jul 29, 2009 8:16 pm
by SHAD0Wdump
Turret sections:

1.Create a blaster(most weapons should work)
2.Create the section you want to be the turret base.
3.Align the positions of the blaster and section(make them occupy the same exact position,Do not parent the blaster to the turret section.)
4.Click on turret section and right click the blaster,click 'set driver'.
5.Place weapons as appropriate to what you want your turret section to fire.

(optional steps,for link firing)

6.Link the weapons on the turret to the driver(blaster).
7.Set the weapons to 0 firerate,1 clipsize,and 1 reload.
8.Set driver(blaster) to whatever firing statistics you want for the weapons.Make sure the blaster is set to a burst of zero unless you want it to fire along with the weapons.You may also disable firing,but I prefer the burst method.


Also,do you by chance know me?

Re: Hey there! Could i have some help?

Posted: Wed Jul 29, 2009 8:17 pm
by Squishy
Beta_krogoth wrote:But i'm slightly confused as to how you install and spawn the turret sections that Arcalane posted. Are the turrets sections? and how do i get them to spawn in game? will they be in the group arranger like everything else when i install them?
Those are custom sprites for your weapons, not your sections. The field to change the sprite of a weapon is grouped in the second list of attributes (ED2).

Same for thruster EX modules, they have a field for setting custom exhaust graphics (this time in ED1).

They are not sections, weapons or modules. Merely graphics for which to wrap and package the currents one with.


Edit: Installation is as simple as downloading the graphic and stuffing it in your Custom Sprites folder. Then all you have to do is find the file when you're setting the weapon's look in the shipmaker (a file browser window will show up).

Posted: Wed Jul 29, 2009 8:23 pm
by Beta_krogoth
I think i do kind sir!

With the weapons placed on the section thats acting as the turret, what kind of stats do i set for them? Do them have turning speed? or any angles of fire? or is it just the driver that has these?

Posted: Wed Jul 29, 2009 8:27 pm
by Squishy
Beta_krogoth wrote:With the weapons placed on the section thats acting as the turret, what kind of stats do i set for them? Do them have turning speed? or any angles of fire? or is it just the driver that has these?
The driver's firing angle arc, turn rate, clip size, reload and rate of fire override the slave weapons. These stats on slave weapons are meaningless.

In short, the slave weapons will always face the same angle as the driver despite any differences in the aforementioned stats.

Posted: Wed Jul 29, 2009 8:28 pm
by SHAD0Wdump
Only those three settings I spoke of are mandatory,the others are either redundant(arc range,turn rate,these are overridden by the link parent),or up to you(deviation,damage,burst).

EDIT:I got ninja'd! Arg!

Posted: Wed Jul 29, 2009 8:40 pm
by Beta_krogoth
So you can set the devi, damage and burst of the slave weapons, but everything is overwritten?

Right.

I'm still slightly confused about the turrets though, i get how to make them know but not what they are.

Posted: Thu Jul 30, 2009 8:29 am
by zchris13
You get a big section with some guns mounted on it that shoots at stuff. IT'S SUPER COOL.

Posted: Thu Jul 30, 2009 10:10 am
by Blue-Rex
Go to Here To learn how to make a turret sec. Also, Welcome to Wyrdysm, you are now free to move about the forum. Please enjoy your stay. :lol:

Posted: Thu Jul 30, 2009 5:52 pm
by Beta_krogoth
Just two last question, i got everything installed lastnight and it was all working great, apart from the shields

I imported them as section sprites and put them on my ship and everything was great, until the deflector decieded to help it and it turned into a really ugly effect, is there anyway around this? or am i using them wrong?

And also, how do i put more then one section on the turrets? do i set links to the sections?

Oh, and thanks :D

Posted: Thu Jul 30, 2009 6:52 pm
by SHAD0Wdump
Beta_krogoth wrote: I imported them as section sprites and put them on my ship and everything was great, until the deflector decieded to help it and it turned into a really ugly effect, is there anyway around this? or am i using them wrong?
Sprite shields are usually used apart from deflectors,usually given high HP and possibly a nano with teency tiny range right at the shield sprite's center(where the arrow is) for regeneration.
Beta_krogoth wrote: And also, how do i put more then one section on the turrets? do i set links to the sections?
Just slap them on parented to the turret section and they will move with it,nothing special required.

Posted: Thu Jul 30, 2009 7:04 pm
by Beta_krogoth
Thx for the help with the Turrets, but what i meant is, with the shields, i put them in as a section sprite infront of my ship with high hp and the deflectors on the ship shield the shield and create a really ugly effect.

Posted: Thu Jul 30, 2009 7:10 pm
by SHAD0Wdump
All you can really do about that is mess around with the deflector's colors until you get something you like or simply not use deflectors,there really isn't much choice.

Posted: Thu Jul 30, 2009 7:18 pm
by Beta_krogoth
Is there anyway to stop the deflectors from targeting the shield? or even just remove the layering effect that the deflector gives when it protects it?

Posted: Thu Jul 30, 2009 7:18 pm
by Arcalane
There is not, for either of them. Use one shielding method or the other, simple as that.