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Object spinning axis

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Post Sat Oct 04, 2003 9:49 am

Object spinning axis

My idea/question is if its possible to change the point (axis) where the "spin" entry in system-inis refers to. I thought it is maybe something like HpMount for ships or some other entry in the .cmp- s or .3db-s. Well, most of the space objects don't even have a HpMount and can still spin.

My goal was to move the rotation axis and create rotating bases that don't spin around their own center.
Things like bases rotating around planets, huge rotating bases consisting of several component and other weird things could be possible.

my guess now is that it's the model's origin (coordinates) that is the spinning axis. In that case it will be a lot more difficult but not impossible.
(import model, move it, export,...)

---------------------------------
Excelcia forever
www.excelcia.org

Post Sat Oct 04, 2003 8:48 pm

well
u will have to copy the base and make another one that does have the rotate thing
and it will have to vary with planets

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Post Sun Oct 05, 2003 8:55 am

yes, i know , i would have to modify each object for each individual base, but i think a huge spinning station would be worth the effort.

Post Sun Oct 05, 2003 9:00 am

is there a way to make bases spin at all?

Post Sun Oct 05, 2003 7:19 pm

yes, just add
spin = 0, 0.02, 0
to a base [object and it spins. docking still works but looks stupid if the base spins too fast. same with launching.

what looks great is spinning a prison base around its docking bay direction, kinda an "elite" feeling when docking
u just have to align the base corrently and also the spinning axis
same as with all coords:
x, z, y

i made rotating modules, that solar dish as a sensor array that rotates, ...
just modify the objects in solararch.ini and increase the mass a LOT
like mass = 100000000000000000000
otherwise u can ram it, changing the spin direction, that looks stupid. the high mass makes it stan like a wall, a rotating solarpanel can push around ur battleship

---------------------------------
Excelcia forever
www.excelcia.org

Post Sun Oct 05, 2003 7:28 pm

I haveto say that i think you have had a bloody brilliant idea here, but wouldn't it raise problems with the locations of thebase etc with teh positions in the ini file - i know that you would be saying its centered around something, but when its on the 'goto' function - wouldn't that center on the point that rotates as well - so you will 'crash' into the planet first due to it heading to that point, and not the docking bays. It is based on two different points here, as when you 'go too' a staion - you do not sit at the docking bay, it seems to be centered on something - perhaps like the HpMount or something, Its only when you press dock within a certain range that you then move to being orientated around the 'dock' mounts...........
Just a thought
Chips

Post Sun Oct 05, 2003 9:51 pm

tnx chips
told u i have some crazy ideas.

i think the "go to" is no problem as long u specify a parent to the base modules.

let's take this scenario: if i can modify the rotation axis, i.e. export, move and import the model (it isn't HpMount, as some objects don't have that, still they can spin))
lets take a prison base, rotate it around the bay direction, do the bay stays always at the same point. now adding a few industrial modules, shipyards, habitats,... all with their center inside the prison base. u can only target the prison base as its the parent of all objects.

i see no problem with the goto here.
(but of course u are right, it would be a problem with a planet and a docking ring that rotates around it, also a base that rotates around a planet)

well, this is all plain theory, give me some time to succeed or fail.

---------------------------------
Excelcia forever
www.excelcia.org

Post Sun Oct 05, 2003 10:30 pm

That is awesome
<unstoppable urge to mess around with files>

Post Mon Oct 06, 2003 3:47 am

heres an addon to the idea:
make the docking part of the base so thats its not facing away from the plantet but the other side

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In Soviet Russia, road forks you!"

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