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Auto Turret 'Awareness' Question
Posted: Fri Jun 18, 2010 6:27 am
by Sakujyo
How does one make an auto turret...smarter? Such as increasing its active range, because my default it seems that the auto turrets from felucia only attack once fired upon, or if you stand very close to it, or a shot has been fired in their general direction, i.e. a shot fired between two turrets triggers both. Is there a way to cause a selected number of turrets to commence a firing barrage once a player has entered a certain region(s)? If possible I'd love for these turrets to be as proactive as the chaingun turrets inside capital ships on the stock space maps - I added several of these to my map and they have sniped me from across the map

. Thanks!
Re: Quick Turret Question
Posted: Fri Jun 18, 2010 7:24 am
by SW_elite
You have to go into the odf file for the turret you want to change. You can change stuff like the range in there. You can also add other stuff like a barrage option in there as well although I can't remember what it acctualy was that you have to type in to add it...
As for the part where you want all the turrets to start fiering at you as soon as you enter a region, you could make a region in ZE and use the OnEnterRegion() command to get it to work, but you will need someone else to explain it for you becuase I simply cannot. (Haven't learnt it myself

)
Re: Quick Turret Question
Posted: Fri Jun 18, 2010 9:27 pm
by Sakujyo
Kind of like the teleporter tutorial right? But apparently I wasn't able to change the HP of the felucia turret by editing the odf...so I must not be going deep enough in the class hierarchy. Do you have any experience in editing turrets, like for example modifying their health?
Here is my current tur_bldg_recoilless_fel_auto.odf code. I added a few things as outlined here:
http://www.gametoast.com/forums/viewtop ... ge#p384982 (Oh trusty search function, but it did not make any noticeable difference in the auto turret behavior).
Re: Auto Turret 'Awareness' Question
Posted: Sat Jun 19, 2010 12:30 pm
by myers73
edit the MinRange, and MaxRange, these tell the AI what distance to fire at, not the range at which they are effective, which is what some people think
Re: Auto Turret 'Awareness' Question
Posted: Sat Jun 19, 2010 8:11 pm
by Sakujyo
This just occurred to me...they're quite effective when fighting enemy objects...as soon as they spot an enemy turret they will commence a firing barrage. However the same doesn't hold true for regular infantry

I guess its impossible to change the felucia auto turrets into something that poses a serious threat to infantry, and not just enemy objects or infantry in vehicles.
Re: Auto Turret 'Awareness' Question
Posted: Sat Jun 19, 2010 9:20 pm
by SAMofBIA
I guess its impossible to change the felucia auto turrets into something that poses a serious threat to infantry, and not just enemy objects or infantry in vehicles.
i wouldnt believe that your last statement is true Sakujyo. have you tried editing their lock on's? in their odf there should be something that says "target:___ = 0/1" or something like that. is it possible that those are not active for the "player"(or somat like that)? or it could be some other script that instructs it to attack the biggest threat in the area. im going to do some experimenting on this.
(hint: you could always take the hoth auto turret values and replace the felucia turret values with them)