The fate of the entire human race rests in your hands. Lead it to victory, or crush it as you march to salvation!

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Wraith Tank
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joey5452
joey5452 Jul 31 2011, 4:58am says:

i say leave it this way now i wonty have to worry my *** gets kicked by your awesome wraith model ^^

+2 votes     reply to comment
the_Farseer
the_Farseer Jul 31 2011, 4:59am replied:

Haha :) Well...I'd rather have it fixed and risk your *** getting kicked. Nothing personal. lol

+4 votes     reply to comment
joey5452
joey5452 Jul 31 2011, 5:48pm replied:

nah as you know always joking around but admire your awesome work ;)

and dont worry you are the FARSEER you will fix it ^^

+1 vote     reply to comment
the_Farseer
the_Farseer Aug 1 2011, 4:02am replied:

damn straight! :)

+1 vote     reply to comment
Grinder27
Grinder27 Aug 1 2011, 1:05pm replied:

d-d-did you just quote me? DID YOU JUST QUOTE ME??? M-MY LIFE IS... COMPLETE!
:P

+1 vote     reply to comment
the_Farseer
the_Farseer Aug 1 2011, 2:23pm replied:

Haha :) well I think it's quoting many people

+1 vote     reply to comment
AnhNhan
AnhNhan Jul 31 2011, 6:13am says:

That reminds me of our own wraith... It also doesn't shoot at anything but at things across the whole map. Funny to watch ^^
Yeah, seems to be the projectile. It once worked, then I played around with gravity and speed. Bam!

+1 vote     reply to comment
the_Farseer
the_Farseer Jul 31 2011, 12:32pm replied:

Exactly what happened to me! I tweaked the gravity settings and then it started shooting at things on the other side of the map, even through fog of war... So I set them back and now it doesn't shoot at all...

+1 vote     reply to comment
DDguy
DDguy Jul 31 2011, 6:22am says:

:O Epic!

+1 vote     reply to comment
Ricochet-
Ricochet- Jul 31 2011, 7:42am says:

Beautiful!

+1 vote     reply to comment
TAL-EL
TAL-EL Jul 31 2011, 7:56am says: Online

Have you tried using the codes from the drones in the stargate mod? they are explosives, not sure if its what your looking for....... but hope it could help

+1 vote     reply to comment
Nerdczar
Nerdczar Jul 31 2011, 8:03am says:

who,this is so good.

+1 vote     reply to comment
Geth_Prime
Geth_Prime Jul 31 2011, 9:24am says:

i see a Reach rocket hog in the back.

i also see you added the gunners, nice detail.

+1 vote     reply to comment
HammBoyTheDestroyer
HammBoyTheDestroyer Jul 31 2011, 10:11am says:

Perhaps by using the SPMA-T (or whatever the Imperial artillery is called) model as reference you could find a little detail you overlooked to get the grenade projectile to fire, or maybe a minor detail in the SPMA-T code? The Imperial artillery is about the only vehicle that uses the grenade code so you answer may be there. Of course, with you being you, I'd be surprised if you haven't thought of this already. Epic model by the way! I always hated getting stuck in the turret during co-op campaign....

+1 vote     reply to comment
HammBoyTheDestroyer
HammBoyTheDestroyer Jul 31 2011, 10:20am replied:

One more thing: Is the turret coded as a hardpoint? If not, it should be. Grenades typically only fire from turrets (the SPMA-T has its main turret and then small gun hardpoints on the side). Also, there are a few lines of code that have to be used in addition to the normal turret coding to convince it that it wants to fire a grenade. Hope that helps.

+1 vote     reply to comment
the_Farseer
the_Farseer Jul 31 2011, 12:35pm replied:

Mind posting that code? I had wondered if it was related to this but I have been checking other things first (bone names, possible required animations, grenade-specific code, etc)

+1 vote     reply to comment
HammBoyTheDestroyer
HammBoyTheDestroyer Jul 31 2011, 7:39pm replied:

This isn't so grenade specific, but make sure you have the TURRET behavior. Without this it will only fire hardpoints and basic projectile code (like an infantry unit does).

Hope this helps.
Also, you may want to check that the turret code looks close to what I have below. It looks like it shouldn't matter, but the Alamo engine can be very picky, especially with grenades. Some lines, of course, apply only if you are requiring the Wraith to deploy.

<Turret_Rest_Angle>0.0, 0.0, 0.0</Turret_Rest_Angle>
<Turret_Deployed_Rest_Angle>0.0, -45.0, 0.0</Turret_Deployed_Rest_Angle>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>0</Apply_Y_Turret_Rotate_To_Axis>

<Turret_Targets_Ground_Infantry> 3 </Turret_Targets_Ground_Infantry>
<Turret_Targets_Ground_Vehicles> 2 </Turret_Targets_Ground_Vehicles>
<Turret_Targets_Air_Vehicles> 9999 </Turret_Targets_Air_Vehicles>
<Turret_Targets_Anything_Else> 1 </Turret_Targets_Anything_Else>

Hope this helps.

+1 vote     reply to comment
the_Farseer
the_Farseer Aug 1 2011, 4:04am replied:

Yeah, the issue is that I don't want the wraith to deploy like the SPMAT does... I can get it to work when I give it the deploy ability and basically copy the SPMAT exact...but forcing it to deploy in order to shoot is awkward...

+1 vote     reply to comment
HammBoyTheDestroyer
HammBoyTheDestroyer Aug 1 2011, 10:15am replied:

Did you change the <Fire_When_Deployed> and <Fire_When_Undeployed> lines? these may not be the exact lines of code, but there is something very close to this near the turret data I posted.

And by the way, the model is very, very shiny. I like.

+1 vote     reply to comment
the_Farseer
the_Farseer Aug 1 2011, 2:26pm replied:

I took out the deploy code completely. I actually have it working now btw...just need to tweak the gravity and such so that it doesn't shoot quite so far. lol

+1 vote     reply to comment
HammBoyTheDestroyer
HammBoyTheDestroyer Aug 1 2011, 6:33pm replied:

Glad you could fix it! Projectile looks very nice by the way....

+1 vote     reply to comment
vaders_Legion
vaders_Legion Jul 31 2011, 11:38am says:

Don't have FOC installed right now, but if I remember correctly, when Codeuser And I were working on FX mod, we encountered this issue with the republic sabertank. Codeuser figured it out though, I think it had something to do with behaviors...
If i were you, I'd throw the wraith into the fx mod as a model replacement for a few minutes to see if its the model thats the issue.

+1 vote     reply to comment
the_Farseer
the_Farseer Jul 31 2011, 12:36pm replied:

YES. I will do this! Thanks :)

+1 vote     reply to comment
vaders_Legion
vaders_Legion Jul 31 2011, 3:22pm replied:

Well ****, Now that I'm awake, I came back to see if that helped and reread the title of the thread...What I just posted a second ago is useless lol.

Check turret elevation extents, behavior, and, on the projectile to check if its causing the problem, change the gravity to something that would allow it to fire STRAIGHT, like a typical projectile so you can test if its the fireing parabola that's ******* with it. Also might want to up the max speed because i found out the faster it goes, the less of an affect the gravity has on it.

Also, you might want to disable the secondary guns while you're testing ****. I thought that was the issue earlier. I remember that most vehicles wouldnt turn to fire on targets if theres another turret, thats the issue i was referring to codeuser fixing earlier...

+1 vote     reply to comment
the_Farseer
the_Farseer Jul 31 2011, 5:04pm replied:

The turret doesn't effect the Wraith's facing, fortunately. It faces and tracks it's targets but it just won't fire. I'll check those other things though and thanks for the help :)

+1 vote     reply to comment
the_Farseer
the_Farseer Jul 31 2011, 12:36pm says:

THANKS EVERYONE

+1 vote     reply to comment
WazzaW
WazzaW Jul 31 2011, 2:27pm says:

Brave marines! Rushing towards two Wraiths like that! XD
Awesome model as always Farseer. The reflections are fantastic. :)

+1 vote     reply to comment
the_Farseer
the_Farseer Jul 31 2011, 5:02pm replied:

They've got a rocket hog for support so they may have a chance...but not much of one...

Thanks :)

+1 vote     reply to comment
zman111
zman111 Jul 31 2011, 11:30pm says:

wow awsome pic, hope you get the main gun working

+1 vote     reply to comment
the_Farseer
the_Farseer Aug 1 2011, 4:07am replied:

Thanks, me too :)

+1 vote     reply to comment
880Zero
880Zero Aug 1 2011, 3:51am says:

Special ability: Splatter. Would wreak havoc on those Marines. :P

+1 vote     reply to comment
the_Farseer
the_Farseer Aug 1 2011, 4:07am replied:

All vehicles in EaW could run infantry over...so can these :)

+1 vote     reply to comment
joey5452
joey5452 Aug 1 2011, 6:46am replied:

nah just fall to the ground place a sticky nade or 2 under the wraith and hope its levitation drive doesnt fail when your under it ^^

and kaboom bye wraith :P

+1 vote     reply to comment
Rossko
Rossko Aug 1 2011, 1:24pm replied:

Or the the Wraith stops because the elite has to make use if the hedge.

+1 vote     reply to comment
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Description

This is the final model for the Wraith. Notice the pretty, real-time reflections on the hull :) Now, after a long time, I have the damn turret working but the main gun still won't fire. So if ANYBODY has any idea how to get it to work, post your solution here because I'm out of ideas... To narrow your choices, Rigging is good (will shoot anything BUT the grenade-type projectiles) and code is good. The problem, I think, is with the projectile...but I don't know for sure.

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