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making a turret self piloted

Posted: Sun Apr 29, 2007 7:20 pm
by YankFan1950
how do i make this turret an auto turret here is my odf and it isn't an auto turret in the game


[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "geo_bldg_geoturret.msh"

[Properties]
HUDTag = "hud_geo_turret"


BUILDINGSECTION = "BODY"

Label = "Geonosian Turret"
MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"
MapScale = "1.2"
HealthTexture = "HUD_geo_turret_icon"
GeometryName = "geo_bldg_geoturret"
DestroyedGeometryName = "geo_bldg_geoturret_dest"
RespawnTime = 30.0
MaxHealth = "3000.0"



BUILDINGSECTION = "TURRET1"

Pilottype = "self"

ForceMode = 1

PitchLimits = "-45 15"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

EyePointOffset = "0.0 2.5 0.0"
TrackCenter = "0.0 0.0 -2.0"
TrackOffset = "0.0 3.6 2.0
TurretNodeName = "aimer_y"
TiltValue = "5"

PilotType = "self"

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

TURRETSECTION = "TURRET1"

WeaponName = "tur_weap_geoturret"
WeaponAmmo = "0" //"2"
AimerNodeName = "aimer_x"
MaxTurnSpeed = "1.85"
MaxPitchSpeed = "0.75"

BarrelNodeName = "barrel"
BarrelLength = "1.0"
FirePointName = "hp_cannon_1"
FirstPerson = "com\comunive;com_1st_scope_universal"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"

RE: making a turret self piloted

Posted: Mon Apr 30, 2007 3:32 pm
by Astute
Looks fine to me, the PilotType = "self" is all you should need. What is the problem your having, is your turret not responding?

RE: making a turret self piloted

Posted: Mon Apr 30, 2007 3:45 pm
by YankFan1950
no i was being an idiot i forgot to put it on a team so it wasn't firing at anybody just sitting there (this is solved so it can be locked if you wish)