Geonosian Sonic Autoturret Aggressiveness [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Chamboozer
Rebel Colonel
Rebel Colonel
Posts: 604
Joined: Sat Apr 16, 2005 4:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Geonosian Sonic Autoturret Aggressiveness [Solved]

Post by Chamboozer »

I have created several geonosian sonic turrets and changed them into autoturrets for my map, but they will only attack units that attack them, and only if they are nearby. I can stand right next to it and it won't attack me until I shoot it. Is there any way to make the turrets more aggressive so they attack on sight?
Syth
General
General
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: happy fun island

RE: Autoturret Aggressiveness

Post by Syth »

MinRange = "0"
OptimalRange = "50"
MaxRange = "100"
These are self explanitory. You might want to edit them.
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"
Also self explanitory,make sure your weapon ODF has the correct ones set to 1

Theres no agressisive line, you edit these. Sometimes makeing a smaller shotdelay also helps.
Chamboozer
Rebel Colonel
Rebel Colonel
Posts: 604
Joined: Sat Apr 16, 2005 4:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Autoturret Aggressiveness

Post by Chamboozer »

Hidden/Spoiler:
[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 = 300000.0
MaxHealth = "2000.0"



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"

PilotPosition = "hp_active"
//PilotAnimation = "man_gun"
Pilot9Pose = "minigun_9pose"


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"
Those lines arent in the ODF. Would adding them at the end work?
Rekubot
Jedi
Jedi
Posts: 1080
Joined: Wed Apr 05, 2006 12:34 pm
Projects :: No Mod project currently.
Games I'm Playing :: Shadow Complex
xbox live or psn: Rekubot
Location: UK

RE: Autoturret Aggressiveness

Post by Rekubot »

Yep. Sorry for the one worded post which... isn't so one worded anymore.

...

Yeah, adding those lines under the [Properties] section should help. :P
Chamboozer
Rebel Colonel
Rebel Colonel
Posts: 604
Joined: Sat Apr 16, 2005 4:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Autoturret Aggressiveness

Post by Chamboozer »

Is this what you mean?
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "geo_bldg_geoturret.msh"

[Properties]
HUDTag = "hud_geo_turret"

MinRange = "0"
OptimalRange = "100"
MaxRange = "200"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"


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 = 300000.0
MaxHealth = "2000.0"



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"

PilotPosition = "hp_active"
//PilotAnimation = "man_gun"
Pilot9Pose = "minigun_9pose"


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"
It didn't help at all. The turrets are the same as ususal.
Hebes24
Sith Master
Sith Master
Posts: 2594
Joined: Sat Jun 03, 2006 5:15 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: In An Epic Space Battle!
Contact:

RE: Autoturret Aggressiveness

Post by Hebes24 »

You need to put those lines in the turret's weapon's odf. (tur_weap_geoturret.odf)
Chamboozer
Rebel Colonel
Rebel Colonel
Posts: 604
Joined: Sat Apr 16, 2005 4:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Autoturret Aggressiveness

Post by Chamboozer »

Oh lol, now i see. I'll try that.
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"


[Properties]

MinRange = "0"
OptimalRange = "100"
MaxRange = "200"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"


SecondaryOrdnanceName = "tur_weap_geoturret_hidden"
SecondaryOrdnancePeriod = 1

Label = "LR1K Cannon"
ReticuleTexture = "reticule_rifle"

OrdnanceName = "tur_weap_geoturret_ord"
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

RoundsPerClip = "0"
ShotDelay = "1.0"
ReloadTime = "2.0"

MinRange = "0"
OptimalRange = "50"
MaxRange = "100"

LockOnRange = "100.0"
LockTime = "0.0"
MinSpread = "0.0"
MaxSpread = "0.0"
//AutoAimSize = "0.1"

SalvoCount = "1"
SalvoDelay = "0.17"
InitialSalvoDelay = "0.0"

FireSound = "cis_weap_inf_sonicblaster_fire"
FireLoopSound = ""
ChargeSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"

RecoilLengthLight = "0.2"
RecoilStrengthLight = "1"

RecoilLengthHeavy = "0.1"
RecoilStrengthHeavy = ".6"

ZoomMin = "2.0"
ZoomMax = "4.0"
ZoomRate = "1.0"

ScopeTexture = "weapon_scope4"
I tried it like that and it didn't work.
User avatar
Laserblast
Second Lance Corporal
Second Lance Corporal
Posts: 105
Joined: Sat Sep 17, 2005 12:25 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

RE: Autoturret Aggressiveness

Post by Laserblast »

Try swapping the ordnances. In SWBF1, the AI does not seem know how to properly fire weapons with fatrays as ordnance. For this reason, the geonosians in that game use missiles instead.

In this game, the geonosian blunderbuss uses a hidden bolt with a fatray as a secondary. If this is for problems attached to the previous game, this is to aid in targetting enemies. However, the geoturret has the hidden bolt as its secondary ordnance. Therefore, perhaps switching them will have an effect.

Please do note I have not really experimented with fatrays in SWBF2 and its been a while since I last tried to get working fatrays in SWBF1, so if any or all of this seems completely off, disregard at will.
Chamboozer
Rebel Colonel
Rebel Colonel
Posts: 604
Joined: Sat Apr 16, 2005 4:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Autoturret Aggressiveness

Post by Chamboozer »

Thank you, it works now. Lol it's going to be hell for the republic to break through the CIS defensive line now....
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: RE: Autoturret Aggressiveness

Post by AceMastermind »

@Laserblast
Would this apply to any turret that has pilottype = self ?
as stated in the first post(not firing until fired upon), changing any turret into an auto turret usually results in the same behavior, except for the roof turrets in space assault maps.
Chamboozer
Rebel Colonel
Rebel Colonel
Posts: 604
Joined: Sat Apr 16, 2005 4:57 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Re: RE: Autoturret Aggressiveness

Post by Chamboozer »

I assume that this will only apply to Geonosian turrets, because of its odd need for a "Tur_wep_geoturret_hidden".
Post Reply