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FS#25 - Model weapon slots and positioning.

Attached to Project: Project::OSiRiON
Opened by Michael Rodenhurst (Thorn) - Sunday, 13 March 2011, 14:56 GMT
Last edited by Stijn Buys (Ingar) - Sunday, 17 November 2013, 01:00 GMT
Task Type Planned Feature
Category src
Status New
Assigned To No-one
Operating System All
Severity Medium
Priority Normal
Reported Version Development
Due in Version Wishlist
Due Date Undecided
Percent Complete 0%
Votes 0
Private No


Attaching the model/weapon to its associated 'slot' on the ship, and handling the position of said slot.
This task depends upon

Comment by Evan Goers (Mega) - Saturday, 15 October 2011, 06:04 GMT
Wouldn't it be better to design the ships with gun ports instead of hard-points like freelancer? I always thought that was kind of stupid to have the weapons outside the ship and be completely vulnerable to attack. Of course, we need weapon models for the menus.

It's more fun to have to maneuver the ship to fire on the enemy than to just simply point and shoot anyway.
Comment by Stijn Buys (Ingar) - Saturday, 05 January 2013, 22:25 GMT
As of release 0.2.4-svn1282 we have both cannon and turret slots which can be use to mount weapons.
Mouse aiming is implemented as early testing has shown that a dogfight would be basicly impossible without it.

The only difference with Freelancer is that, at the moment, separate weapon models are not supported.
Visually, tt does seem to work if the ship model has guns on its own, I'm not sure yet on how to proceed on this ticket.