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Turrets

Posted: Tue Jan 18, 2011 9:00 pm
by modmaster13
Hey what's up?

I am working on my Naboo Theed conversion, and the turrets aren't ingame, even though I add the tur_bldg_laser part to my LUA. How could I make them ingame?

Re: Turrets

Posted: Tue Jan 18, 2011 9:13 pm
by AQT
Check the SetMemoryPool value for MountedTurrets; make sure it is high enough. By the way, the SWBF1 version of Naboo: Theed doesn't use turrets loaded from tur.lvl, but rather, they are part of the world itself like most SWBF1 maps.

Re: Turrets

Posted: Tue Jan 18, 2011 9:17 pm
by modmaster13
How is this? (I just edited the default LUA's)
Hidden/Spoiler:
SetMemoryPoolSize("MountedTurret", 32)

Re: Turrets

Posted: Tue Jan 18, 2011 9:52 pm
by AQT
My mistake, it's actually MountedTurret, so you're right. Did your turrets show up? You should always test things out first before reporting back.

Re: Turrets

Posted: Tue Jan 18, 2011 9:59 pm
by modmaster13
AQT wrote:My mistake, it's actually MountedTurret, so you're right. Did your turrets show up? You should always test things out first before reporting back.
No.

Re: Turrets

Posted: Wed Jan 19, 2011 6:13 am
by AQT
I'm assuming that's a blatant "no" for turrets not showing up? If so, are there even any turrets placed on the map in ZE? What does the error log have to say, if anthing, about missing turrets? If you actually are loading the turrets from the tur.lvl side, make sure that they are the right ones.

Re: Turrets

Posted: Wed Jan 19, 2011 6:46 pm
by modmaster13
They were the com_weap_gunturret.odf turrets. They were already placed in the conversion. :maulsaber:

Re: Turrets

Posted: Wed Jan 19, 2011 9:01 pm
by AQT
Please clam down. And what about the error log? Alternatively, you can just open up the .lyr file in Notepad where the turrets are all placed and replace all instances of com_weap_gunturret with tur_bldg_laser. Then, you can load the tur_bldg_laser from the stock tur.lvl in your LUA's.

Re: Turrets

Posted: Thu Jan 20, 2011 9:11 pm
by modmaster13
It hurts my eyes to read it. I don't know where to add it.
Hidden/Spoiler:
Version(3);
SaveType(0);

Camera("camera")
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Rotation(0.977, 0.138, 0.162, -0.023);
Position(-226.472, 35.414, 99.929);
FieldOfView(55.400);
NearPlane(1.000);
FarPlane(3000.000);
ZoomFactor(1.000);
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Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
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VO_CIS_CISSaved("");
VO_CIS_CISInfo("");
SoldierBan("");
HoverBan("");
SmallBan("");
MediumBan("");
HugeBan("");
FlyerBan("");
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HUDIndex("");
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Object("CP3", "com_bldg_controlzone", 2066705836)
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Team(2);
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Label("CP3");
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ControlRegion("CP3_Control");
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AllyCount("65536");
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Radius("0.0");
ValueBleed_Alliance("10");
ValueBleed_CIS("10");
ValueBleed_Empire("10");
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Value_DEF_CIS("10");
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Value_DEF_Locals("10");
VO_All_AllCapture("all_off_com_report_captured_commandpost");
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VO_All_AllInDispute("");
VO_All_AllSaved("");
VO_All_AllInfo("");
VO_All_ImpCapture("all_off_com_report_lost_commandpost");
VO_All_ImpLost("");
VO_All_ImpInDispute("");
VO_All_ImpSaved("");
VO_All_ImpInfo("");
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VO_CIS_RepSaved("");
VO_CIS_RepInfo("");
VO_CIS_CISCapture("cis_off_com_chatter_goodjob2");
VO_CIS_CISLost("cis_off_com_report_lost_commandpost3");
VO_CIS_CISInDispute("");
VO_CIS_CISSaved("");
VO_CIS_CISInfo("");
SoldierBan("");
HoverBan("");
SmallBan("");
MediumBan("");
HugeBan("");
FlyerBan("");
AISpawnWeight("");
HUDIndex("");
HUDIndexDisplay("1");
}

Re: Turrets

Posted: Thu Jan 20, 2011 9:38 pm
by AQT
Ctrl + F is your friend. Anyway, that appears to be the wrong layer. What layer, according to ZE, are the turrets in? If it is the base layer, then the file you'd want to open is ***.lyr.

Re: Turrets

Posted: Fri Jan 21, 2011 10:51 am
by modmaster13
AQT wrote:Ctrl + F is your friend. Anyway, that appears to be the wrong layer. What layer, according to ZE, are the turrets in? If it is the base layer, then the file you'd want to open is ***.lyr.
Ok I hit CTR+F. It couldn't find it. I tried renaming com_weap_gunturret to tur_bldg_laser and it didn't change turrets. :?

Re: Turrets

Posted: Fri Jan 21, 2011 7:27 pm
by AQT
Did you even test it in game? You do realize that the main turrets in both SWBF and SWBF2 use the same model, right?