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turret fire in background - plz help *SOLVED*

Posted: Mon Oct 02, 2006 2:33 pm
by Ergonomics
hello

this is probably the last thing i need help with. ive made a big space battle, and i have many cap ships involved, i really REALLY want them to fire on each other, in a similar way to that of the BOC map that was released, but i cannot for the love of god get it right.

ive added turrets to ships (the big ship to ship turrets) but they barely shoot eachother, plus when they do its not really the desired result. so yeah, i would very much like to know how to have turrets fire onto another cap ship, in the same way as the BOC map. this would be amazingly helpful.

thanks in advance guys and girls

Posted: Mon Oct 02, 2006 3:00 pm
by DarkHelmet
I've also a few maps with several cap ships.
I only work in gcw era for now so i don't know which odf's to edit for clonewars but i guess you can figure that out.

What you do:
- for the smaller turrets to fire at cap ships:
edit data_ABC\worlds\ABC\odf\all_bldg_moncal_roundturret.odf and imp_bldg_boxturret.odf
change the value: YawLimits = "-180 180" (or at least a higher value than default)
edit all_weap_moncal_roundturret.odf and imp_weap_bldg_boxturret.odf
change values:
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"
AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"

Change the value ShotDelay as needed. The smaller the number the faster the firing rate. 0.25 = 4 times a second.

- for the large ship turrets:
edit spa1_prop_all_shipturret.odf and spa1_prop_imp_shipturret.odf
change the value: YawLimits = "-180 180"
edit spa1_weap_all_shipturret.odf and spa1_weap_imp_shipturret.odf
change the values:
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "1"
AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "1"

Change the values for MinRange, OptimalRange and MaxRange as needed.

I also have armed frigates. Add turrets to them as well for a real large battle.
Don't forget to increase the max point to win a battle or your game will end very quick.


DH

Posted: Mon Oct 02, 2006 3:10 pm
by Ergonomics
cheers man, ill try it now

Posted: Mon Oct 02, 2006 4:24 pm
by Ergonomics
yeah seems to have worked, cheers, made the battle much more action packed.

it works well if u set the health of the big ship to ship turrets massively high, so they dnt die, they just keep pounding at eachother, looks cool for a video.

Posted: Tue Oct 03, 2006 1:51 pm
by DarkHelmet
Or set the respawntimeout to a few minutes.
That way there will be short breaks.
It would be more realistic. And you'd simulate the turrets to be repaired and getting tready for the next wave.

Posted: Thu Oct 05, 2006 3:10 pm
by Ergonomics
ah yeah that worked aswell cheers, one thing tho, i changed the thickness of the cis lasers so they are big (like the other battle over coruscant map) and i do the identical thing to that of the REP laser ordinance files, yet i dont get any change...tis quite annoying, coz i have the red cis lasers pounding into the republic, but almost no return fire. any suggestions?

Posted: Fri Oct 06, 2006 3:04 pm
by DarkHelmet
Are they not firing back or are they but you can't see it?
Is the ammount of damage the same?

which values did you use for:
LaserWidth
LaserGlowColor
LightColor
MaxDamage

post your *.ord.

DH

Posted: Fri Oct 06, 2006 6:36 pm
by Ergonomics
i think ive done it now, apperently in the rep_bldg_moncal_roundturret odf, it draws its weapon stats from the ipm turret, as you can see here. WeaponName = "imp_weap_bldg_boxturret" so i changed the stuff in the .ord for that. doesnt seem to make sense to me to have it like that really.

Posted: Sat Oct 07, 2006 10:04 am
by Hebes24
It does make sense, Why make 2 identical weapon odfs when you can have two turrets using the same weapon?