Automatic turrets?

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Lord-Bandu

Automatic turrets?

Post by Lord-Bandu »

Are they possible?


EDIT-

I just found this in the bespin platforms LUA

- SetAIVehicleNotifyRadius(64)
SetStayInTurrets(1)

so maybe you can make it so AI are permanantly in the turrets? but what does the (1) signify ? how would i make it so EVERY turret on the map is permantly being used?


thanks
Last edited by Lord-Bandu on Tue Sep 06, 2005 7:45 pm, edited 1 time in total.
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RE: Automatic turrets?

Post by Rends »

the early days someone (eddie or konicon if i remember right) added them to a map.
But they acted very wiered shooting at everything and nothing :-)
Lord-Bandu

RE: Automatic turrets?

Post by Lord-Bandu »

ya that would be ok :)
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RE: Automatic turrets?

Post by Rends »

Freds post from the ultimate tips and tricks sticky:
"When creating a vehicle if the pilottype for the pilot turret section is set to "self", the vehicle will always be manned by an AI pilot without a unit having to board the craft.

If pilot type is set to remote, it becomes a remote controlled vehicle, meaning when you man it your unit stays behind on the ground much like the remote droid on the sniper, so when the vehicle is destroyed the unit is still alive on the ground.

These bits of functionality can be used to create auto turrets among other things."
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RE: Automatic turrets?

Post by Lord-Bandu »

this is from the rep fightertank -

FLYERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"

PitchTurnFactor = "0.0"

PitchLimits = "-40.0 15.0"
YawLimits = "-180.0 180.0"
TurnRate = 5.0
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0




-

theres no pilotype there .



from the hoth dish turret -

PilotPosition = "hp_active"
//PilotAnimation = "man_gun"
Pilot9Pose = "dishcannon_9pose"

-

same.
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RE: Automatic turrets?

Post by Rends »

ever tried to add it?
Lord-Bandu

RE: Automatic turrets?

Post by Lord-Bandu »

ya just did that .... munging
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RE: Automatic turrets?

Post by Qdin »

hmm... this is actually PRETTY exciting :P

We ALL wanted some Auto Turrets or Auto-something, without it 'takes' some of the AI's

besides, this could be PRETTY cool to have as traps... :)

- Qdin
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RE: Automatic turrets?

Post by Tyler_Durden »

Anyone know if there's a way to change the value of the turret itself? I want to make it so I can have the turret fire more rapidly like the high turret also to have a slow overheat rate as well as a fast recharge. Also, if possible I would like to have the lasers shoot faster. I want to make it so that the turret is more dangerous and effective in maps, like a machine gun.
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RE: Automatic turrets?

Post by Qdin »

yeah

Look in the .odf file for the certain turret

if you change some of the values, then it'll change in-game
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RE: Automatic turrets?

Post by Ace_Azzameen_5 »

You could try toying around with locals to emulate the effect. . .
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RE: Automatic turrets?

Post by Kipp »

Oh you mentioned Eddie, i loved his maps, is he still around somewere?
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Post by maxloef »

this culd be awsome for a space map (hint hint) im gonna try this gonna make a Imp stardestroyer porp and a Calamaty prop :P both with auto turrets XD
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Post by Qdin »

you mean the Capital Ships?

how are you gonna add turrets? and are the turrets (if they're on the model) even a seperate model? if it is, then it might be possible, but if not: not possible

just so you know

Kipp: Eddie sometimes browse gametoast, but he's busy with Real Life Business and work etc. (he was last time I spoke to him) and I know he's posting in some of the other forums :)

so Bandu: did it work like it should? :P
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