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Sections out of place (tail rotor etc)
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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Fri Feb 11, 2022 6:36 am    Post subject:  Sections out of place (tail rotor etc) Reply with quote  Mark this post and the followings unread

So whenever placing little sections inside a bigger section they seem to be pushed away and appear far from the original position. Is this a bug or am I missing something?



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Feb 11, 2022 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Update to the latest version of HVA Builder & also make sure the Scale setting in the voxel's header are the same in all sections.

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Fri Feb 11, 2022 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

The scale is the same everywhere.
What's causing this and how does the latest version of HVA builder fix it?

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Fri Feb 11, 2022 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess your sections are not placed there with hva location but vxl location. The central axis must remain in the central of rotor sections.

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Fri Feb 11, 2022 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually I've found the problem. I was overscaling the position using Shiny's formula
Code:

transform[12] = .matrix[0][3] * VXL.SectionTailer.scale * sf[0]
transform[13] = .matrix[1][3] * VXL.SectionTailer.scale * sf[1]
transform[14] = .matrix[2][3] * VXL.SectionTailer.scale * sf[2]

when in fact it's just
Code:

transform[12] = .matrix[0][3] * VXL.SectionTailer.scale
transform[13] = .matrix[1][3] * VXL.SectionTailer.scale
transform[14] = .matrix[2][3] * VXL.SectionTailer.scale

Someone should correct those old docs...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Feb 12, 2022 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I remember now, your working on a new editor. I presumed you were using HVA Builder, which some old versions have a scaling issue too.

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adamstrange
Cyborg Artillery


Joined: 07 Mar 2013

PostPosted: Thu Feb 17, 2022 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

But why recreate the same one thats in the game ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Feb 17, 2022 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

The original version doesn't have animated propellers.

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adamstrange
Cyborg Artillery


Joined: 07 Mar 2013

PostPosted: Thu Feb 17, 2022 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now that makes sense and I never notice that.
I hope he makes it downloadable.

Hey Mig is it possible to have infantry paradrop from a Zep without having Ares and how would I code that ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Feb 17, 2022 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I released a version with animated propellers, along with a bunch of other aircraft.



There are three methods you can use to make a paradrop ZEP in vanilla YR.

1. Make an Aircraft version of the ZEP (built at an airfield instead of a factory), make it able to land on the ground with AirportBound=no & carry infantry. When you tell it to fire its weapon it will first drop the infantry inside before using its weapon.  

2. Change the plane used in the paradrop super weapon to look like ZEP.

3. You can make a dummy weapon that spawns infantry using AnimToInfantry=. Without Ares the infantry spawned will be owned by the civilian house though.

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