I may be mistaken by the smooting-groups technique... maybe not defining some faces as a smoothing group will have them non-smoothed.
In OBJ terms, smoothing group 0 is not smoothed, and is the default (any faces before a smoothing group declaration are in group 0). In modeller terms, I have no idea.
You can have multiple weapons by assigning them to subentities.
These need not be big, but if you are going to add a subentity, why not make it look the part?
Weapon_positions can be defined by shipdata, but I always center the entity, so that the beam is along the Z-axis.
(So I'm not sure whether a X-shifted lasermount will rotate along with a quaternion, but I asume it does.)
Multiple weapons are only possible on NPC ships.
I've created a sub-entity for the left and right lasers which show up okay in-game (as in the last two pictures above) but when I shoot at the space station, loads of vipers come out, but don't attack me.
I'm working on a mangled krait ship with two subentities for lasers, it seems to work ok, from comparing your code with mine the only differences i can spot is that my main ship has
and my two lasergun subentities have the dumbAI.plist instead of the nullAI.plist, maybe that's what's needed?, the full code for a laser subentitly looks like this,
As Griff says, think (in the main entry) you need to set the forward weapon to WEAPON_NONE. The Renegades.oxp ships use mutiple lasers, if looking there helps you, obviously C&P anything that helps. (I wrote this by cribbing Murgh's method for giving the Wolf 2 lasers).
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
When you're at it, set the beamtype to pulse, which is much more in-character. (You can set the weaponenergy to any value)
Another possibility is that their AI is faulty.
Are they hanging around the station beacon or take off on a patroll after launch?
try giving them missiles, if they do not fire these in response to your attack, the AI cannot performAttack.
Maybe give the main entry pirateAI whilst testing, as then you know the AIs OK and your just testing the lasers.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
Unfortunetly the police vipers still aren't firing at me when they should be, they fire missiles but don't use there lasers. I'm sure they did on one occation but I just can't replicate the code for when they did.
Here's the code, any ideas would be much apprieciated.
Could try nullAI rather than dumbAI for the sub-entries. The other multi-laser ships all use nullAI for firing sub-entries.
I suspect though it may have somthing to do with the fact that the ship is being launched from a station. I had the same problem with the 3 lasered Black Monk Gun ships. When spawned in space with a customAI, they fired. But if I set them as defence ships, they would turn red on the scanner but refused to fire. Cannot think of a reason why they should do this, but there it is!
Try adding a few with addsystem ships and give them pirateAI. If these version fire then suspect it is just somthing to do with them being defence ships.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
Wow, that's amazing looking!
I'm puzzled why your vipers won't use their lazers on you, try taking the laser colour key out of the viper plist and maybe for a test change the role from a police one to a pirate see if that gets them firing at you