scotg 204 Posted April 3, 2015 This is the pitch and yaw of a Blackfoot turret: class MainTurret { type="rotationY"; source="mainTurret"; selection="turret"; axis="turret_axis"; minValue=-6.2831855; maxValue=6.2831855; angle0=-6.2831855; angle1=6.2831855; animPeriod=0; initPhase=0; }; class MainGun { type="rotationX"; source="mainGun"; selection="gun"; axis="gun_axis"; minValue=-6.2831855; maxValue=6.2831855; angle0=-6.2831855; angle1=6.2831855; animPeriod=0; initPhase=0; }; What do the number values represent? It's surely not degrees, so how much of a turn is -6.2831855 for example? I'm assuming that's to the left with the turret axis set up the correct way in the memory LOD... but HOW MUCH to the left? In game, this value appears to be more than 45 degrees to the left, but less than 90. What's the formula? Share this post Link to post Share on other sites
das attorney 858 Posted April 3, 2015 It's in radians. 3.1415927 = 1 rotation etc. Share this post Link to post Share on other sites
beazley 34 Posted April 3, 2015 There's 2 pi radians in a full rotation, so 6.28 (3 s.f.). I'd be surprised if the turret could manage a full rotation in both directions in the Y-axis. ScotG also implies that the turret can't turn more than 90 degrees in either direction, despite these config values. Scot, have you tried changing them and seeing if there's an effect? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 3, 2015 (edited) If you want to write the angles in degrees though you can use the "rad" operator in the model.cfg and it'll convert the value to radians. e.g. angle0="rad 0"; angle1="rad 90"; // max 90 degree turn The actual angle through which a gunner can turn the turret is defined in the config.cpp though, with the maxTurn and minTurn parameters. Which do use degrees. Edited April 3, 2015 by da12thMonkey Share this post Link to post Share on other sites
scotg 204 Posted April 3, 2015 (edited) @Beazley: Yes, I toyed around with some of the values: I first attempted to give all instances of "6" a value of "9" (and "-6" to "-9") for the turret part itself. I left the numbers below the decimal as is. This worked to some degree, but still less than 180 degree (90 left and 90 right) range. Second, I bumped up the values to 10 and -10. This caused the turret to be loaded looking backwards. I wasn't sure which lines affect range, or which lines affect starting positions. I should have stated that this code is being used on my own model, though I borrowed this section from the Blackfoot. I'm not certain how it makes the Blackfoot itself behave, now that I think of it. @da12thMonkey: I think I will give that a try. Will it work in excess of 90 degrees? I want it to look wherever the operator can realistically see. This turret will eventually utilize TrackIR or freelook. EDIT: I just caught the last part of what 12th said, and I feel like a buffoon. I have the min/max set to -70/70 in the config. D'oh. Edited April 3, 2015 by ScotG Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 4, 2015 @da12thMonkey: I think I will give that a try. Will it work in excess of 90 degrees? I want it to look wherever the operator can realistically see. This turret will eventually utilize TrackIR or freelook.EDIT: I just caught the last part of what 12th said, and I feel like a buffoon. I have the min/max set to -70/70 in the config. D'oh. Good that you got it sorted But to answer your question for the sake of others who might read the thread, or if you need to do it yourself in future: Yes, you can write vales higher than "rad 90" in the model.cfg, you can even write values higher than "rad 360" if you want an object to complete multiple revolutions before the animation source controller reaches its maximum value (for example if you were animating a hand crank or something). Share this post Link to post Share on other sites
das attorney 858 Posted April 4, 2015 There's 2 pi radians in a full rotation, so 6.28 (3 s.f.). Thanks yes I'm half asleep today! Share this post Link to post Share on other sites
x3kj 1247 Posted April 5, 2015 in case of turrets always use (unless you want to make something really special) minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; The limit for rotation is set in the config of the turret instead. Share this post Link to post Share on other sites