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Can't make the "artScale" property do anything in genericMeshes.

posted Apr 18, 2012 05:35:15 by madings
I am having a hell of a time trying to make the "artScale" property of a genericMesh actually do anything. It seems to have no effect at all. Can someone provide me with an example of why the following is wrong?

<create name="wormGateDestMarker1" type="genericMesh" x="5000" y="0" z="5000"
artScale="1.0"
meshFileName="dat/Missions/MISS_MyGodItsFullOfHoles/asteroid.dxs"
textureFileName="dat/Missions/MISS_MyGodItsFullOfHoles/rainbow.png"/>

<create name="wormGateDestMarker2" type="genericMesh" x="5200" y="0" z="5000"
artScale="3.0"
meshFileName="dat/Missions/MISS_MyGodItsFullOfHoles/asteroid.dxs"
textureFileName="dat/Missions/MISS_MyGodItsFullOfHoles/rainbow.png"/>

I would expect that to create two identical objects 200 units apart on the X axis, but one is 3 times larger than the other one because of the difference in the "artScale" parameters. It does not do this. It creates them the same size.

What am I misunderstanding here?
[Last edited Apr 18, 2012 05:36:09]
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8 replies
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Mike_Substelny said Apr 18, 2012 12:58:16
You should set art_scale in a separate block after the objects are created. Then they will work fine.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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DwayneShaffer said Apr 18, 2012 14:24:38
Example:

<create type ="genericMesh" meshFileName="dat/Missions/MISS_Vengence/planet201.dxs" textureFileName="dat/Missions/MISS_Vengence/planet101.png" fakeshiedsfront="400" colorRed="3" x="70000" y="-1500" z="54200" name="Ragnar"/>
<set_object_property name="Ragnar" property="artScale" value="9"/>
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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madings said Apr 19, 2012 06:12:52
Thank you.

This fixed the problem. It also fixed the problem I was having with figuring out how to rotate the shape too. The angleDelta property is the same way. If you apply it in the same block as the block that created the object, it doesn't do anything, but if you apply it in a different block that occurs after it was created, then it works.



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madings said Apr 19, 2012 12:32:45
Weird. Now there's a slightly different problem with the artScale that I'm running into, described here:

http://www.artemis.eochu.com/?page_id=28#/20120419/is-this-a-bug-cant-change-artscale-more-than--1501379/
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Mike_Substelny said Apr 19, 2012 12:57:47
Then when you want to increase the size just destroy the small object and create a large one. If the first object has been moving then use copy_object_property for the X and Z coordinates.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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madings said Apr 21, 2012 23:25:44
This works for the situation where I only want to change the size once or twice. I doubt it would work very well if I want to use this for animation. Making an object that goes "wowwowowowow" bigger and smaller is what my real goal was here but I admit I didn't say that. I didn't mention it because I was trying to keep the demonstration example as simple as possible. I suspect that destroying and creating an object multiple times per second is probably going to really bog down the system.


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Mike_Substelny said Apr 22, 2012 02:03:50
You might try using the angleDelta or rollDelta. They create a similar effect.

Sadly, from wathcing a lot of crews play I have learned that a lot of captain like to keep long range scan on all the time. They never want to see the cool special effects I have prepared on the forward viewscreen.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Hissatsu said Apr 22, 2012 18:50:35
Since the invetion of the Capitains map, long range isn used at all by us :) Even before i was using a science console on my tablet pc but i thought its a kind of cheating, but now its official :)
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