Auto turrets don't grant me kills [Solved]

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Noobasaurus
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Auto turrets don't grant me kills [Solved]

Post by Noobasaurus »

I place my custom autoturret and when it kills someone I don't get a kill. Here are the odfs:

cis_weap_inf_autoturret
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_autoturret"

[Properties]
OrdnanceName = "cis_weap_inf_autoturret_ord"

//**********************************************
//****************** SOUND *********************
//**********************************************


[/code]
cis_weap_inf_autoturret_dispenser
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_autoturret_dispenser"

[Properties]
HUDTag = "com_weap_inf_dropturret"
OrdnanceName = "tur_bldg_chaingun_tripod"

//**********************************************
//****************** SOUND *********************
//**********************************************


FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
[/code]
cis_weap_inf_autoturret_ord
Hidden/Spoiler:
[code][OrdnanceClass]
ClassParent = "com_weap_inf_autoturret_ord"

[Properties]
[/code]
tur_bldg_chaingun_tripod
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "com_bldg_chaingun_tripod.msh"

[Properties]

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"

Pilottype = "self"
MapScale = "1.2"

GeometryName = "com_bldg_chaingun_tripod"
DestroyedGeometryName = "com_bldg_chaingun_tripod_dest"
ExplosionName = "com_inf_rechargedroid_exp"

MaxHealth = "600.0"
RespawnTime = "15.0"

BUILDINGSECTION = "TURRET1"

Pilottype = "self"

TurretNodeName = "aimer_gun"

PitchLimits = "-80 60"
YawLimits = "-360 360"

PitchTurnFactor = "0.0"

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

MaxTurnSpeed = "6.5"
MaxPitchSpeed = "6.5"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "6.5"
PCMaxTurnSpeed = "6.5"


TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = "vehicle_equip defer"
TurretStartSound = ""
TurretStopSound = ""

//FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"[/code]
com_weap_inf_autoturret
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "cannon"

[Properties]

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

RoundsPerClip = "0"

HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"

MinRange = "0"
OptimalRange = "15"
MaxRange = "40"

RecoilLengthLight = "0.1"
RecoilStrengthLight = "1"
RecoilLengthHeavy = "0.05"
RecoilStrengthHeavy = "1"

ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "2.0"

ShotDelay = "1.0"

LockOnRange = "20.0"
LockTime = "0.5"
MinSpread = "0.1"
MaxSpread = "0.35"
AutoAimSize = "30.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

SalvoCount = "4"
SalvoDelay = ".15 .3"

//**********************************************
//****************** SOUND *********************
//**********************************************

FireSound = "com_weap_turret_fire_mini"


FoleyFXGroup = "metal_foley"


[/code]
com_weap_inf_autoturret_dispenser
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.5"
MaxItems = "6.0"
InitialSalvoDelay = "0.5"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "2.4"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"


[/code]
com_weap_inf_autoturret_ord
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserLength = "2.5"
LaserWidth = "0.1"
LaserGlowColor = "249 91 70 75"
LightColor = "247 91 70 150"
LightRadius = "0.1"

LifeSpan = ".8"
Velocity = "100.0"
Gravity = "1.0"
Rebound = "0.0"

MaxDamage = "100.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "0.1"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

[/code]
That's it. I assume something is wrong with the turret odf. :|
THEWULFMAN
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Re: Auto turrets don't grant me kills

Post by THEWULFMAN »

I'm pretty sure it's hard-coded. You are not getting the kill, the turret is. IMO it shouldn't count. Now if it was a man-able turret, that would be different.
Noobasaurus
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Re: Auto turrets don't grant me kills

Post by Noobasaurus »

THEWULFMAN wrote:I'm pretty sure it's hard-coded. You are not getting the kill, the turret is. IMO it shouldn't count. Now if it was a man-able turret, that would be different.
In this specific map, it should count...

Well when you say hard-coded, do you mean the normal turrets are the only type of autoturrets that can grant kills?
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DarthD.U.C.K.
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Re: Auto turrets don't grant me kills

Post by DarthD.U.C.K. »

yes, hardcoded means that it is written into the games code which cant be modified. i think that the autoturret is seen as an entity itself and doesnt have any connection to the unit which dispensed it. when you are manning a turret however you are controlling the turret and get the kills granted. what exactly do you need the "kills" for?
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Fiodis
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Re: Auto turrets don't grant me kills

Post by Fiodis »

THEWULFMAN wrote:I'm pretty sure it's hard-coded. You are not getting the kill, the turret is.
That's odd; I thought I got points for the kills my autoturrets made in stock BF2.
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Re: Auto turrets don't grant me kills

Post by ARCTroopaNate »

Yes, I got kills from my autoturrets in stock Battlefront as well.
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DarthD.U.C.K.
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Re: Auto turrets don't grant me kills

Post by DarthD.U.C.K. »

i got an idea. give your turret the classlabel "portableturret" thats the stock autoturrets class, it may enable the killgranting.
Noobasaurus
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Re: Auto turrets don't grant me kills

Post by Noobasaurus »

DarthD.U.C.K. wrote:i got an idea. give your turret the classlabel "portableturret" thats the stock autoturrets class, it may enable the killgranting.
Thanks, I got it working. :)

EDIT: Is there a way to make these autoturrets respawn? I have the respawn time but they don't respawn...
kinetosimpetus
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Re: Auto turrets don't grant me kills [Solved]

Post by kinetosimpetus »

Give them a destroyed geometry. I think if they have that, they respawn, but if not they don't.
Noobasaurus
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Re: Auto turrets don't grant me kills [Solved]

Post by Noobasaurus »

kinetosimpetus wrote:Give them a destroyed geometry. I think if they have that, they respawn, but if not they don't.
I have the same type of turrets that you do not put down, and when those die they respawn. When I dispense the turret and it dies it does have a destroyed tri-pose.
Noobasaurus wrote: GeometryName = "com_bldg_chaingun_tripod"
DestroyedGeometryName = "com_bldg_chaingun_tripod_dest"
ExplosionName = "com_inf_rechargedroid_exp"

MaxHealth = "600.0"
RespawnTime = "15.0"
And yet it doesn't respawn. :(

EDIT: Maybe only the ones that have the "armedbuilding" property can respawn...

EDIT2: Scratch that, I have a fusion cutter.
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