Page 1 of 1
Turrets that are on a set team and fire by themselves?
Posted: Sun Feb 11, 2007 11:05 pm
by Broadus
Anyone who's played the space levels is probably aware that, on the top of the big ships, there are small turrets. Normally, AI have to sit in chairs to use them.
What I'd like to do is make these turrets be on defined teams and fire by themselves.
Does anyone know how I might go about doing that?
Posted: Sun Feb 11, 2007 11:06 pm
by Clonedude55
yes they are called AUTOturrets
Posted: Sun Feb 11, 2007 11:09 pm
by Broadus
I forgot to mention, I'm just making my own mission.lvl to modify the original levels, I'm not trying to delve into ZeroEditor or anything. Do you know how I could just script the turrets to be auto turrets?
Posted: Sun Feb 11, 2007 11:19 pm
by -Yock-
try to put the "autopilot" thing on the turret.
Search for it here on the modding forum and you might find how to set them as "autopilot"
Posted: Mon Feb 12, 2007 1:08 am
by trainmaster611
What I did was I went to objects and selected one of the CIS autoturrets. Then I clicked place and...voila...quick easy auto turrets

Posted: Mon Feb 12, 2007 1:38 am
by Broadus
Really? That's interesting, because what I did was:
Broadus wrote:I forgot to mention, I'm just making my own mission.lvl to modify the original levels, I'm not trying to delve into ZeroEditor or anything. Do you know how I could just script the turrets to be auto turrets?
Posted: Mon Feb 12, 2007 6:13 am
by Qdin
Yes..
What people here forgets to mention is that they add AutoPilot and all the other Auto-codes in the .ODF's if I'm not mistaken

Posted: Mon Feb 12, 2007 4:19 pm
by Broadus
So it's not a variable that can be added or changed with a script?
Posted: Mon Feb 12, 2007 4:43 pm
by -Yock-
Qdin wrote:Yes..
What people here forgets to mention is that they add AutoPilot and all the other Auto-codes in the .ODF's if I'm not mistaken

oops
Posted: Mon Feb 12, 2007 5:27 pm
by Broadus
Ace_Azzameen_5 wrote:delkete
What?
Posted: Mon Feb 12, 2007 5:37 pm
by Epena
He wanted a mod to delete his post.
Posted: Sat Feb 24, 2007 12:04 pm
by trainmaster611
Ok, I just have a quick question about this, where in the ODF do you define the sides?

Posted: Sat Feb 24, 2007 2:14 pm
by Rikino
Sorry, I don't think you can make auto turrets with only changing the mission.lvl. An auto turret needs to have a side defined, usually done in Zeroeditor (I think you could also do it via odf, but I dunno about that). If you just switched normal turrets out with an autoturret (say, tur_bldg_chaingun_tripod, the only self-controlled turret I can find in the normal tur side), it would be self-controlled, but it wouldn't be on anyone's team, so it would just sit there.
I haven't tested that specifically, it's just from what I've gathered. (Just thought of somthing: can't you change the team of an object via the lua? 'SetProperty("tur_bldg_chaingun_tripod1", "Team", 2)', or somthing? That might work if you manage to get a self-controlled turret ingame.
One more thing, I don't really know how 'SetProperty' works, but you might be able to use 'SetProperty("tur_bldg_chaingun_tripod1", "Pilottype", "self")' to give somthing the self-controlling attribute.
Posted: Sat Feb 24, 2007 3:40 pm
by trainmaster611
Well if it can be done in ZE, I would prefer to do that. I was using the ship turret and they don't have their sides defined in CW (because theres no default ship turret there). WHen I click on them, I don't see anything for entering the name

Posted: Sat Feb 24, 2007 4:20 pm
by RC-1290
You just need to add
in the .odf.
Posted: Sat Feb 24, 2007 4:22 pm
by trainmaster611
Oh ok and I found the place to label the team. Thanks
