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eeveelution

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Everything posted by eeveelution

  1. Do you have an animation called "deploy" on the turret? Take a look at where the deploy anim is in the example and put your deploy animation in the corresponding object.
  2. Hey! Thanks so much for the source code! I am making a game (just a project though, I'm not a proper developer) based on your mod and KSP, and I took your mouse aim code and based my mouse aim code on it. I hope thats ok Here is the code in case you want to see how much I ripped you off (yes, I do noobscript): http://pastebin.com/KEVd4gAb I wrote this just to thank you for making such an awesome mod for people to enjoy and learn from!
  3. I guess it's just a raycast downwards and a bit forwards, so it should detect the water, or anything in fact as long as it has a collider (which I believe water has, but I might be wrong and it might be just a physics change at the 0m altitude or something).
  4. Thanks, that's the one I have. My gun doesn't have a reticle and won't fire though. I think it's because I'm missing the deploy animation.
  5. Could anyone tell me which scripts are there supposed to be on the different parts of the turret? The downloadable example doesn't have them, so they are "missing (mono script)" :/ Baha, you should really update the example package and make a tutorial when you have time.
  6. Willy ou make the ammo boxes explosive? This would make strategic ammo placement more important, which IMO would be a good addition.
  7. If you have a really big ship, you could use the ARM grabby things I think. What do you mean by "difficult in a rocket pod"?
  8. Any plans for autoloaders? Shouldn't be too complicated, just make a variable that decrements with every shot you fire, and if it is 0 then the reload will be set to a larger number and once reloaded, the variable resets. So let's say: inClipReload = 2.5; clipReload = 12.5; clipSize = 4; shotsLeft = 4; then, every time you shoot: shotsLeft --; And when shotsLeft == 0: *set reload to clipReload* When done reload: shotsLeft = clipSize; if(shotsLeft > 0) { *set reload to inClipReload* } and jsut make something like this work with your code
  9. Seems like your transform is off. Try rotating your fire and muzzle transforms.
  10. Try the source code on github The .50s tutorial package has the scripts in there I think, so they also should be in the assets.
  11. Set the yaw range and stuff to 0 in the tweakables for the 50 cals, though it still looks out of place it won't move. The tracks are from Kerbal Foundries
  12. Anyone else having problems with pWings? I have the newest version of this and pWings, but they don't generate any lift (if I choose the aero viz for lift, they don't go blue at all) and the control surfaces only stall. Is there a config for pwings or something?
  13. Yep, your have to fly level or be in a dive - you can't climb faster than 5 m/s (or was it 10?) but below that you can fire your bombs as long as they aren't obstructed.
  14. Have 2 module managers - one for the weapons and one for defense, with the target type being missiles and use your best AA weapon for it. This way you can fight all you want and don't have to worry about missiles. If you mean the rocket pods though, I'm pretty sure the projectiles are unstoppable.
  15. You can always tweak it yourself. In my opinion, only the most unique weapons should be in the mod. And for the vechicle mounting, I just slap it on like the MGs on the top of tanks' turrets. But maybe it will be unique enough, I might be missing an important feature.
  16. Use custom parts. Make a copy of the structual panels and bump the max heat and crash resistance up a few-teen orders of magnitude. That's what I did, anyway.
  17. BD said he wants to focus on modern weapons, but I think that a WW2 Pack would be great!
  18. Thanks, but It somehow fixed itself after some restarts Forgot to say I have it already. But thanks for the help anyway! IMO, there should be a way to set if you have sparks, dust, both or none. Like it is currently done for some parts, but with an additional "hasDust" boolean. Shouldn't be too ahrd to code, as long as separating the sparks and dust is possible.
  19. We have them: 30mm cannon, .50 cal using tweakables, fixed vulcan. Play with the part.cfgs if you want to adjust them. - - - Updated - - - No problem! I'm glad it works for you now! Have fun - - - Updated - - - How did you get the dust particles? I have the newest version and I'm on 0.90, but it doesn't show the dust on any part, but the sparks do show up.
  20. The dust doesn't work for me, I'm on 0.90 and I'm using the latest version (2.2). The stock wheels and the kerbal foundary parts dont have the dust effect, as they should. I'm testing it on the grass around KSC. I also used the code to stop sparks for the new KF update. I have pretty high quality settings, but use half res quality to get better FPS with lots of stuff on screen, i.e. when doing videos with BDArmory battles. Can anyone help me out?
  21. When in flight (in stock ksp or with modded, doesn't matter), do you have a bunch of buttons on the top right of your screen? In stock KSP, you should have the resources button and the 2 (i think) contract-related buttons. With BDArmory, you should have another button for the weapon manager. If you don't have any of the buttons, then make sure you have KSP 0.25 (or 0.90, but that might be laggy). Other than that, I have no idea.
  22. Did you put the zip file into gamedata? Did you put the gamedata folder into gamedata? Did you put the BDArmory folder into gamedata? If the answer for the above are no, no, and yes, then it should work. Try going into gamedata\bdarmory\plugins and see if there is a file called "BahaTurret(.dll if you have visible extensions on, without the .dll if they are off)"
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