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Turret gun/ alignment issues
Posted: Tue Sep 26, 2006 5:07 pm
by Tuskenjedi
I've currently accomplished something I like.
You those auto turrets that stand around and attack, well, I've replaced those with driveable (Please note that when I say "driveable", I mean you can man them, not ride them around like pretty horsies

) tripod turrets. These are completely functional.

Even the Ai use it.

But there are three minor problems...
the first is that these turrets shoot not from the barrel, but from the first leg.
The second, is one of those, you turn them, but they don't turn, or you,
problem
the third is strange, but that's probably because it's a portable turret. It's this: When you place the turret, it's on your side, but once you've gotten in it, it's alignment goes away.
Here's a turret I have just placed
Here's a turret I have just jumped out of
So, If anyone has any ideas, helpful comments, whatever, shout 'em out.
RE: Turret gun/ alignment issues
Posted: Tue Sep 26, 2006 6:35 pm
by Penguin
i've tried a few times and haven't been able to get it to work, the closest i got was makign them remote turrets
RE: Turret gun/ alignment issues
Posted: Tue Sep 26, 2006 7:02 pm
by Tuskenjedi
What have you tried? These work, except for the issues mentioned above.
RE: Turret gun/ alignment issues
Posted: Tue Sep 26, 2006 7:06 pm
by Penguin
an already place usable turret, only the turret turned, so you could turn around and shoot yourself. and some other things
RE: Turret gun/ alignment issues
Posted: Tue Sep 26, 2006 7:14 pm
by Tuskenjedi
For that issue I guess I'll just limit the yaw so the AI don't commit suicide if there's a guy behind them. I think there were turrets like that in delta 57's rogue clones. Now for the third and first problem...
RE: Turret gun/ alignment issues
Posted: Wed Sep 27, 2006 7:58 pm
by Tuskenjedi
Well, It turns out that the turret alignment issue, isn't a biggie, the AI still get in it, and now for the first problem. Answers would be really helpful people, I need to get answer to coninue to work on them.

RE: Turret gun/ alignment issues
Posted: Wed Sep 27, 2006 8:47 pm
by [RDH]Zerted
I'd like to point out that most weapons fire from the unit's head and not the weapon itself. There must be some hard point the weapons attach to inorder to determine where it fires from.
RE: Turret gun/ alignment issues
Posted: Wed Sep 27, 2006 8:51 pm
by Teancum
That sounds like a heirarchy issue, too. What's the odf name and I'll look at it.
RE: Turret gun/ alignment issues
Posted: Thu Sep 28, 2006 10:55 am
by Qdin
Zerted, what exactly are you now talking about..?
The weapons fires from the hp_fire which isa null, mesh or whatever you feel like made ALONG with the rest of the weapon. Where it shoots from IS a part of the weapon's model, and not from the unit's head...

Maybe you're thinking of the combination of 1st person aiming and 3rd person shooting?
RE: Turret gun/ alignment issues
Posted: Thu Sep 28, 2006 1:01 pm
by Teancum
Is this tur_bldg_chaingun_tripod? If so I just looked at the odf and it wasn't completed properly.
Try replacing this:
TurretNodeName = "aimer_gun"
PitchLimits = "-30 20"
YawLimits = "-180 180"
With this:
PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
TurretNodeName = "aimer_gun"
PitchLimits = "-30 20"
YawLimits = "-180 180"
FirePointName = "hp_fire"
Should kill of some of those problems, or at least get us closer to the solution.
RE: Turret gun/ alignment issues
Posted: Thu Sep 28, 2006 2:52 pm
by Tuskenjedi
Actually, since it's manable, it's tur_bldg_built_chaingun, but your above post might help. Another thing is that the chaingun is in the common directory, and I also have A link to it from the rep directory, and they both have they aimernode name, the firepointname, and the turretnode name. I've made them all the same. I don't know if that will help. If you want, I'll pm someone the odfs.

RE: Turret gun/ alignment issues
Posted: Thu Sep 28, 2006 3:43 pm
by Teancum
Just post the odfs here. That'd be best.
Posted: Thu Sep 28, 2006 3:48 pm
by Tuskenjedi
Gotcha
com_bldg_inf_autoturret:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_bldg_chaingun_tripod.msh"
[Properties]
BUILDINGSECTION = "BODY"
RespawnTime = "999999.9"
MapScale = "1.2"
HealthTexture = "HUD_enclosedturret_icon"
GeometryName = "com_bldg_chaingun_tripod"
ExplosionName = "tur_bldg_chaingun_exp"
MaxHealth = "300.0"
BUILDINGSECTION = "TURRET1"
ForceMode = 1
TurretNodeName = "aimer_gun"
PitchLimits = "-30 20"
YawLimits = "-180 180"
PitchTurnFactor = "0.0"
EyePointOffset = "0.0 1.5 1"
TrackCenter = "0.0 0.65 -2.0"
TrackOffset = "0.0 0.5 1.5"
TiltValue = "5"
ThirdPersonFOV = "65"
MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"
PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
//FirstPerson = "com\comgntrt;com_1st_weap_gunturret"
AimerNodeName = "aimer_gun"
MaxTurnSpeed = "2.85"
MaxPitchSpeed = "0.75"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-5.0 5.0"
FirePointName = "hp_fire"
TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"
\\ ----- COLLISION -----
vehiclecollision = "p_base"
Soldiercollision = "p_armor1"
Soldiercollision = "p_armor2"
Soldiercollision = "p_wall1"
Soldiercollision = "p_wall2"
Soldiercollision = "p_wall3"
Soldiercollision = "p_wall4"
Soldiercollision = "p_wall5"
Soldiercollision = "p_wall6"
Soldiercollision = "p_wall7"
Soldiercollision = "p_wall8"
Soldiercollision = "p_wall9"
Soldiercollision = "p_cylindergun"
Soldiercollision = "CollisionMesh"
Soldiercollision = "p_spawn"
Ordnancecollision = "p_armor1"
Ordnancecollision = "p_armor2"
Ordnancecollision = "p_wall1"
Ordnancecollision = "p_wall2"
Ordnancecollision = "p_wall3"
Ordnancecollision = "p_wall4"
Ordnancecollision = "p_wall5"
Ordnancecollision = "p_wall6"
Ordnancecollision = "p_wall7"
Ordnancecollision = "p_wall8"
Ordnancecollision = "p_wall9"
Ordnancecollision = "CollisionMesh"
rep_bldg_inf_autoturret:
[GameObjectClass]
ClassParent = "com_bldg_inf_autoturret"
GeometryName = "com_bldg_chaingun_tripod.msh"
[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_rep"
BUILDINGSECTION = "BODY"
GeometryName = "com_bldg_chaingun_tripod"
ExplosionName = "rep_bldg_inf_autoturret_exp"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_gun"
TURRETSECTION = "TURRET1"
WeaponName = "rep_weap_hover_speederbike_cannon"
WeaponAmmo = "0"
AimerNodeName = "aimer_gun"
FirePointName = "hp_fire"
I was pretty hesitant to take stuff out of the odfs, because, well, it was working and I didn't want to Screw my whole testing map up just because of that. Yep, that's me.
Edit: oh and, If you need rep or com_bldg_inf_autoturret_dispenser, just say, I'll shove it in
Posted: Thu Sep 28, 2006 4:04 pm
by Teancum
I'll take a look at it tonight. I always loved the EWEB gun. It'd make a great turret.
Re: RE: Turret gun/ alignment issues
Posted: Thu Sep 28, 2006 4:37 pm
by [RDH]Zerted
Qdin wrote:Zerted, what exactly are you now talking about..?
The weapons fires from the hp_fire which isa null, mesh or whatever you feel like made ALONG with the rest of the weapon. Where it shoots from IS a part of the weapon's model, and not from the unit's head...

Oh, well I've seen pics taken as soon as a unit is firing and the beams where angled to come from the unit's head.