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More than one type of auto turret?

Posted: Sat Aug 07, 2010 5:17 pm
by skelltor
O so sky_216 said that a way to have more than one auto turret is to make an req and load them in the lua i tried this but get an error in my munge log talking about the req.

ERROR[levelpack tur.req]:Expecting bracket, but none was found.
File : munged\pc\com_bldg_psg.lvl.req(1)...

ucft <--
ERROR[levelpack tur.req]:Expecting bracket, but none was found.
File : munged\pc\com_bldg_psg.lvl.req(1)...

ucft <--

2 Errors 0 Warnings. Here are the odfs and reqs.

odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_bldg_inf_psg"
GeometryName = "com_weap_inf_dropturret.msh"

[Properties]
parent odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_bldg_inf_autoturret"
GeometryName = "com_weap_inf_dropturret.msh"

[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_imp"

BUILDINGSECTION = "BODY"
GeometryName = "com_weap_inf_dropturret"
ExplosionName = "imp_bldg_inf_autoturret_exp"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"

TURRETSECTION = "TURRET1"

PilotType = "self"

Controllable = "0"
AutoFire = "1"

WeaponName = "com_weap_psg_shield_ord"
WeaponAmmo = "2"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"
req
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"com_bldg_psg"
}
}
side req
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"tur_bldg_chaingun_roof"
"tur_bldg_chaingun_tripod"
"tur_bldg_laser"
"tur_bldg_recoilless_lg"
"tur_bldg_tower"
"tur_bldg_beam"
"tur_bldg_chaingun"
"com_bldg_psg"
"tur_bldg_laser"
"tur_bldg_guided_rocket"
"tur_bldg_mortar"
"tur_bldg_recoilless_md"
"tur_bldg_recoilless_myg_auto"
"tur_bldg_recoilless_nab_auto"
"tur_bldg_defensegridturret"
"tur_bldg_rep_laser"
"tur_bldg_rep_cannon"
"tur_bldg_cis_missile"
"tur_bldg_cis_chaingun"
"tur_bldg_imp_beam"
"tur_bldg_all_recoilless"
"tur_bldg_built_beam"
"tur_bldg_built_chaingun"
"tur_weap_built_gunturret"
"tur_bldg_spa_guided_rocket"
"tur_bldg_tat_barge"
"tur_bldg_hoth_dishturret"
"tur_bldg_hoth_lasermortar"
"tur_bldg_recoilless_fel_auto"
"tur_bldg_spa_all_recoilless"
"tur_bldg_spa_all_guided_rocket"
"tur_bldg_spa_all_chaingun"
"tur_bldg_spa_all_cannon"
"tur_bldg_spa_all_beam"
"tur_bldg_spa_cis_recoilless"
"tur_bldg_spa_cis_guided_rocket"
"tur_bldg_spa_cis_chaingun"
"tur_bldg_spa_cis_cannon"
"tur_bldg_spa_cis_beam"
"tur_bldg_spa_imp_recoilless"
"tur_bldg_spa_imp_guided_rocket"
"tur_bldg_spa_imp_chaingun"
"tur_bldg_spa_imp_cannon"
"tur_bldg_spa_imp_beam"
"tur_bldg_spa_rep_recoilless"
"tur_bldg_spa_rep_guided_rocket"
"tur_bldg_spa_rep_chaingun"
"tur_bldg_spa_rep_cannon"
"tur_bldg_spa_rep_beam"
"tur_bldg_geoturret"
"tur_bldg_recoilless_kas"
}
}
if there are any other files you need to see to help please let me know.

Re: more than one type of auto turret?

Posted: Sat Aug 07, 2010 5:23 pm
by AgentSmith_#27
Unless the child ODF is called com_bldg_psg, the parent is com_bldg_inf_psg, where everything else calls it com_bldg_psg. Also you should post your LUA, when you get a munge error like that it's not always accurate, I've gotten that error for a number of different things, not all of them including req.

Re: More than one type of auto turret?

Posted: Sun Aug 08, 2010 2:56 pm
by skelltor
Yes the child odf is called com_bldg_psg and i have not put the turret side in game because it is only 8 bytes where as it was before i added the psg files about 30 megabytes.

edit Ok so i got it to the right file size but there are still just one type of auto turret :(