Remote Turrets

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Chamboozer
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Remote Turrets

Post by Chamboozer »

I have built a turbolaser turret out of the basic ship-to-ship turrets of the GCW and removed the pilottype = "self", and now I want to link it to a computer console (like the ones used to remote control the turrets on capital ships). However, the console will not appear in game, and even if i did, i dont know how to link it to the turret. How would I go about doing this?
-_-
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RE: Remote Turrets

Post by -_- »

Check the shipped space .luas.
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RE: Remote Turrets

Post by Chamboozer »

I did, and from what I can see, the only refrence to the remote turrets are the "tur" side beneath the "all" and "imp" sides in the beggining of the cmn .Lua
function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof"

)
end
Im not entirely sure what those lines do for the turrets, if anything at all. Based on what the similar lines for the empire and rebels do, however, I added the line "tur_prop_imp_turbolaser" to it, to no avail.
-_-
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RE: Remote Turrets

Post by -_- »

No, not that. "LinkedTurrets" is what you're looking for.
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Post by MercuryNoodles »

No, that deals with the linkage to the mainframe, -_-. The first thing would be to get the console to appear ingame. You should only need to set them (console and turret) up in the side(s), place them in ZE, and be sure they're being loaded via the lua for them to appear. Now, the actual linkage between the console and turret is something I never figured out, but there should be some instance properties with the individual control consoles in ZE that tell them to link up to a certain turret.

I got this far, but I ran into a problem that confused me so much I gave up on it a while back. When I would enter my new console, linked to the new turret, I would automatically be switched to one of the stock console/turret combinations, and my new one would be left out of the rotation even when I tried to switch turrets into mine, and I'm certain I had it all set properly.

Hopefully, something in here was useful. :P I should try this out again, and see if I can find out what went wrong. (I had something sort of fun planned, if it had worked.)
-_-
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Post by -_- »

My bad.
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Post by Penguin »

need to add the memorypools in the .lua for them to appear ingame.
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Post by MercuryNoodles »

EntityRemoteTerminal? It should be in by default, so it may just need an increase. I totally forgot about that.
Chamboozer
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Post by Chamboozer »

You should only need to set them (console and turret) up in the side(s), place them in ZE
The console is set up in the "tur" side? That seems odd. How should i set it up?
need to add the memorypools in the .lua for them to appear ingame.
is that the only reason the turret does not appear now, or do they need to be linked first?

EDIT: The turret appears now that I have changed the memorypool for the remote turrtets, but i cant get in the console, obviously.

Does anyone know where the default turrets are shown, besides the ???g_cmn.Lua?
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Post by MercuryNoodles »

I'm saying the need to have the files set up in the side. Whichever side doesn't really matter, so long as it's integrated into one.

How do you mean, you can't get in? You mean it switches you to another console instantaneously, or that you simply can't press the "use" key and get in? My problem was the former.

How do you mean "shown"? What do you need this info for?
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Post by Chamboozer »

I cannot enter the turret at all. when I press the use key, nothing happens.

If we can see how the other remote turrets work, we will know how to make this one work.

Do you want me to copy the Imp side (thats who will use the turret) into the mod so I can put spa_veh_turret_chair in it?

i can go up to the turret, but I cant get in it, even with it linked to the other one. maybe i need to add the "previouslinkedterminal" and nextlinkedterminal" too, but i didnt do it the first time because i dont want people to warp from the other turret room into the turbolaser room.
Last edited by Chamboozer on Wed Aug 22, 2007 12:48 am, edited 2 times in total.
Chamboozer
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Post by Chamboozer »

I get this error in the BFront2 Log:
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk spa1_prop_imp_turbolaser in data\_lvl_pc\SIDE\tur.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\tur.lvl
and im not sure about how it might affect this.

Also, here is the ODF for tur_prop_imp_turbolaser (my turret)
[GameObjectClass]

ClassLabel = "armedbuilding"
GeometryName = "spa1_prop_imp_shipturret.msh"

[Properties]

BUILDINGSECTION = "BODY"
GeometryName = "spa1_prop_imp_shipturret"
MapTexture = "shipturret_icon"
IconTexture = "HUD_all_lascannon_icon"
MapScale = "1.8"
HealthTexture = "HUD_kam_turret_icon"
ExplosionName = "spa2_prop_antenna_descruct_exp"
DestroyedGeometryName = "spa1_prop_imp_shipturret_dam1"

MaxHealth = "9999999.0"
RespawnTime = "999999"

BUILDINGSECTION = "TURRET1"

//Pilottype = "self"

TurretNodeName = "aimer_y"

PitchLimits = "-50 70"
YawLimits = "-60 60"

PitchTurnFactor = "0.0"

//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "spa1_weap_imp_shipturret"
WeaponAmmo = "0"

MaxTurnSpeed = "0.04"
MaxPitchSpeed = "0.04"
PitchRate = "0.04"
TurnRate = "0.04"
PCMaxPitchSpeed = "0.2"
PCMaxTurnSpeed = "0.2"
EyePointOffset = "0.0 6.2 -8.3"
TrackCenter = "0.0 15.0 -5.0"
TrackOffset = "0.0 -3.0 10.0"

TURRETSECTION = "TURRET1"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-60 60"
AimerYawLimits = "-90 90"


BarrelNodeName = "spa2_prop_shipturret1_L_GunBarrel_ZaxisRecoil"
BarrelRecoil = "2.5"
FirePointName = "hp_LGun"

NextBarrel = "-"

BarrelNodeName = "spa2_prop_shipturret1_R_GunBarrel_ZaxisRecoil"
BarrelRecoil = "2.5"
FirePointName = "hp_RGun"
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Post by 1z2x3c »

you need to do a manual clean and remuge
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Post by Penguin »

No, you don't.

I thought the space turrets were from the world folder? not the tur.lvl.
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Post by theITfactor »

Maveritchell got remote turrets working in his swoop race map, you should ask him.
Chamboozer
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Post by Chamboozer »

I sent Maveritchell a PM yesterday.

The console is in the Data_???/Worlds/odf folder, and the other turrets are in the Tur side folder, so thats where I placed this one.
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