Turrets that are on a set team and fire by themselves?

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Broadus
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Turrets that are on a set team and fire by themselves?

Post by Broadus »

Anyone who's played the space levels is probably aware that, on the top of the big ships, there are small turrets. Normally, AI have to sit in chairs to use them.
What I'd like to do is make these turrets be on defined teams and fire by themselves.
Does anyone know how I might go about doing that?
Clonedude55

Post by Clonedude55 »

yes they are called AUTOturrets
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Post by Broadus »

I forgot to mention, I'm just making my own mission.lvl to modify the original levels, I'm not trying to delve into ZeroEditor or anything. Do you know how I could just script the turrets to be auto turrets?
-Yock-

Post by -Yock- »

try to put the "autopilot" thing on the turret.

Search for it here on the modding forum and you might find how to set them as "autopilot"
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Post by trainmaster611 »

What I did was I went to objects and selected one of the CIS autoturrets. Then I clicked place and...voila...quick easy auto turrets :P
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Post by Broadus »

Really? That's interesting, because what I did was:
Broadus wrote:I forgot to mention, I'm just making my own mission.lvl to modify the original levels, I'm not trying to delve into ZeroEditor or anything. Do you know how I could just script the turrets to be auto turrets?
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Post by Qdin »

Yes..

What people here forgets to mention is that they add AutoPilot and all the other Auto-codes in the .ODF's if I'm not mistaken :roll:
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Post by Broadus »

So it's not a variable that can be added or changed with a script?
-Yock-

Post by -Yock- »

Qdin wrote:Yes..

What people here forgets to mention is that they add AutoPilot and all the other Auto-codes in the .ODF's if I'm not mistaken :roll:
oops :lol:
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Post by Broadus »

Ace_Azzameen_5 wrote:delkete
What?
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Post by Epena »

He wanted a mod to delete his post.
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Post by trainmaster611 »

Ok, I just have a quick question about this, where in the ODF do you define the sides? :|
Rikino

Post by Rikino »

Sorry, I don't think you can make auto turrets with only changing the mission.lvl. An auto turret needs to have a side defined, usually done in Zeroeditor (I think you could also do it via odf, but I dunno about that). If you just switched normal turrets out with an autoturret (say, tur_bldg_chaingun_tripod, the only self-controlled turret I can find in the normal tur side), it would be self-controlled, but it wouldn't be on anyone's team, so it would just sit there.

I haven't tested that specifically, it's just from what I've gathered. (Just thought of somthing: can't you change the team of an object via the lua? 'SetProperty("tur_bldg_chaingun_tripod1", "Team", 2)', or somthing? That might work if you manage to get a self-controlled turret ingame.

One more thing, I don't really know how 'SetProperty' works, but you might be able to use 'SetProperty("tur_bldg_chaingun_tripod1", "Pilottype", "self")' to give somthing the self-controlling attribute.
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Post by trainmaster611 »

Well if it can be done in ZE, I would prefer to do that. I was using the ship turret and they don't have their sides defined in CW (because theres no default ship turret there). WHen I click on them, I don't see anything for entering the name :?
RC-1290

Post by RC-1290 »

You just need to add

Code: Select all

PilotType             = self
in the .odf.
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Post by trainmaster611 »

Oh ok and I found the place to label the team. Thanks :)
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