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Team Specific Turrets? (console modding)

Posted: Tue Aug 25, 2009 8:36 pm
by xII DM IIx
Is there a way to assign empty turrets to a team?

An example of what I mean is during the Mygeeto campaign, the particle cannon turrets on the sides of the bridge are automatically on the CIS team and fire at the LAATs above w/o having a CIS unit inside them.

How would I go about setting up something like this?

Re: Team Specific Turrets?

Posted: Tue Aug 25, 2009 8:40 pm
by Xavious
You would need to give the turret a PilotType = "self" and also assign it to the team you want it on in ZeroEditor.

Re: Team Specific Turrets?

Posted: Wed Aug 26, 2009 7:09 am
by xII DM IIx
Ah, so there's no way to do this other than in ZeroEditor?

Re: Team Specific Turrets?

Posted: Wed Aug 26, 2009 7:16 am
by Frisbeetarian
That's correct. You have to put the turrets in ZE anyways, what's the problem?

Re: Team Specific Turrets?

Posted: Wed Aug 26, 2009 10:55 am
by xII DM IIx
W-ell, I'm tinkering around with modding on consoles, so I can't use ZeroEditor to edit the stock maps.

I wanted to try to make the remote turrets in space have the PilotType = "self" property and then set them onto a specific team, but alas, I can't apparently.

Thanks for your help.

Re: Team Specific Turrets?

Posted: Wed Aug 26, 2009 2:59 pm
by [RDH]Zerted
Read the scripting doc. You can change the team of things through the Lua. You can use SetObjectTeam() or SetProperty().

Re: Team Specific Turrets? (console modding)

Posted: Tue Sep 01, 2009 7:14 am
by xII DM IIx
I've tried both SetProperty and SetObjectTeam like this:

("tur_bldg_spa_rep_beam", Team, 1)

However, neither of them worked.

Any ideas?

Re: Team Specific Turrets? (console modding)

Posted: Tue Sep 01, 2009 7:21 am
by Par3210
Have you tried..
Hidden/Spoiler:
("tur_bldg_spa_rep_beam", REP)
?
Hidden/Spoiler:
("tur_bldg_spa_rep_beam", CIS)
Well? Maybe it will work :thumbs:

Re: Team Specific Turrets? (console modding)

Posted: Tue Sep 01, 2009 11:39 am
by xII DM IIx
I tried it just now, but it didn't work, unfortunately. -_-

Whether or not I defined the turrets PilotType to "self" yet shouldn't matter should it? Even if I haven't told it to pilot itself, if I entered the "SetObjectClass" in correctly, the turret would still be on the team that I told it to be on, right?

Re: Team Specific Turrets? (console modding)

Posted: Tue Sep 01, 2009 2:49 pm
by [RDH]Zerted
Team is the name of the property you are changing, thus it is a string: SetProperty("tur_bldg_spa_rep_beam", "Team", 1) and SetProperty("tur_bldg_spa_rep_beam", "PerceivedTeam", 1)