Oh, i thought you meant that google drive-link (the tiger2 panzer)
If you could have a look . I dont quite understand how these kind of value works
this.geom.rotate_joint_orig(turret, this.turx.value, {x:1,y:0,z:0});
I just hope the turret pivot dont have to be moved the same way as the origin.
https://drive.google.com/file/d/0B96RrTcNJsI2M21seXNvenlGTE0/edit?usp=sharing
in the Bismark JS - at the end you had :
}
if(tmov) {
if(!this.turretsnd)
this.snd.play_loop(1, 3);
}
else this.snd.stop(1);
this.turretsnd = tmov;
}
If has its arguments in "{" "}", else should have too, like this :
}
if(tmov) {
if(!this.turretsnd)
this.snd.play_loop(1, 3);
}
else {
this.snd.stop(1);
this.turretsnd = tmov;
}
}
... i see you used the little tank-script, like me. Doe you dont need to define a separate mesh to be rotated at certain angle of the turret (he needed it to topple down the antenna sticking from the tanks side standing in the guns way). You better delete that part, i think it may interfere as stuff for that lines arent defined and antenna mesh missing in the model.
//turret handling
var tmov=false;
if(this.turx.changed(dt)){
this.geom.rotate_joint_orig(turret, this.turx.value, {x:0,y:1,z:0});
if(this.turx.value>1) {
var a = 2*(this.turx.value-1);
if(a>1.57) a=1.57;
this.geom.rotate_joint_orig(aerial, a, {x:0,y:0,z:0}); }
tmov = true;
... dont see anything else bad there. Im sure one of those things might got the turret "jammed". A little strange thing is, if you dont define some rotation-used mesh, or forget to rename the mesh in the rotation-script. Sometimes OT picks an casual one from the model (had my engine once spinning around instead of the gun
)