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Automatic turrets?
Posted: Tue Sep 06, 2005 7:30 pm
by Lord-Bandu
Are they possible?
EDIT-
I just found this in the bespin platforms LUA
- SetAIVehicleNotifyRadius(64)
SetStayInTurrets(1)
so maybe you can make it so AI are permanantly in the turrets? but what does the (1) signify ? how would i make it so EVERY turret on the map is permantly being used?
thanks
RE: Automatic turrets?
Posted: Tue Sep 06, 2005 7:41 pm
by Rends
the early days someone (eddie or konicon if i remember right) added them to a map.
But they acted very wiered shooting at everything and nothing

RE: Automatic turrets?
Posted: Tue Sep 06, 2005 7:46 pm
by Lord-Bandu
ya that would be ok

RE: Automatic turrets?
Posted: Tue Sep 06, 2005 7:51 pm
by Rends
Freds post from the ultimate tips and tricks sticky:
"When creating a vehicle if the pilottype for the pilot turret section is set to "self", the vehicle will always be manned by an AI pilot without a unit having to board the craft.
If pilot type is set to remote, it becomes a remote controlled vehicle, meaning when you man it your unit stays behind on the ground much like the remote droid on the sniper, so when the vehicle is destroyed the unit is still alive on the ground.
These bits of functionality can be used to create auto turrets among other things."
RE: Automatic turrets?
Posted: Tue Sep 06, 2005 8:05 pm
by Lord-Bandu
this is from the rep fightertank -
FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchTurnFactor = "0.0"
PitchLimits = "-40.0 15.0"
YawLimits = "-180.0 180.0"
TurnRate = 5.0
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0
-
theres no pilotype there .
from the hoth dish turret -
PilotPosition = "hp_active"
//PilotAnimation = "man_gun"
Pilot9Pose = "dishcannon_9pose"
-
same.
RE: Automatic turrets?
Posted: Tue Sep 06, 2005 8:13 pm
by Rends
ever tried to add it?
RE: Automatic turrets?
Posted: Tue Sep 06, 2005 8:18 pm
by Lord-Bandu
ya just did that .... munging
RE: Automatic turrets?
Posted: Wed Sep 07, 2005 8:14 am
by Qdin
hmm... this is actually PRETTY exciting
We ALL wanted some Auto Turrets or Auto-something, without it 'takes' some of the AI's
besides, this could be PRETTY cool to have as traps...
- Qdin
RE: Automatic turrets?
Posted: Wed Sep 07, 2005 10:28 am
by Tyler_Durden
Anyone know if there's a way to change the value of the turret itself? I want to make it so I can have the turret fire more rapidly like the high turret also to have a slow overheat rate as well as a fast recharge. Also, if possible I would like to have the lasers shoot faster. I want to make it so that the turret is more dangerous and effective in maps, like a machine gun.
RE: Automatic turrets?
Posted: Wed Sep 07, 2005 10:54 am
by Qdin
yeah
Look in the .odf file for the certain turret
if you change some of the values, then it'll change in-game
RE: Automatic turrets?
Posted: Wed Sep 07, 2005 3:04 pm
by Ace_Azzameen_5
You could try toying around with locals to emulate the effect. . .
RE: Automatic turrets?
Posted: Fri Sep 09, 2005 10:54 pm
by Kipp
Oh you mentioned Eddie, i loved his maps, is he still around somewere?
Posted: Sat Sep 10, 2005 4:09 am
by maxloef
this culd be awsome for a space map (hint hint) im gonna try this gonna make a Imp stardestroyer porp and a Calamaty prop

both with auto turrets XD
Posted: Sun Sep 11, 2005 6:45 am
by Qdin
you mean the Capital Ships?
how are you gonna add turrets? and are the turrets (if they're on the model) even a seperate model? if it is, then it might be possible, but if not: not possible
just so you know
Kipp: Eddie sometimes browse gametoast, but he's busy with Real Life Business and work etc. (he was last time I spoke to him) and I know he's posting in some of the other forums
so Bandu: did it work like it should?
