SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Requests => Topic started by: Phobos on December 09, 2009, 02:34:49 PM

Title: Autoturrets?
Post by: Phobos on December 09, 2009, 02:34:49 PM
 :censored:
Title: Re: Autoturrets?
Post by: Jedikiller on December 09, 2009, 02:45:11 PM
Units with the autoturret model, one weapon, and no movement speed spawned as locals allied or not with a specific team?
Title: Re: Autoturrets?
Post by: Jedikiller on December 09, 2009, 03:11:23 PM
Then no. You can't, as I don't believe that command works in BFI.
Title: Re: Autoturrets?
Post by: Jedikiller on December 09, 2009, 03:16:15 PM
Just because it's in the assets does not mean that it works.
Title: Re: Autoturrets?
Post by: Hardcore on December 09, 2009, 03:23:13 PM
this would have a few flaws that would have to be worked out (if at all possible even tho i've never seen it work) You would have to have it as a unit that is dispense, as no weapon can automatically fire without a given AI to control it, this would in turn mess up tickets as well possibly?.

But the other problem with this is that spawned units of anytype with AI will not attack until after they are attacked themselves, so any turret you put out would be dead likely before it would attack.

http://www.secretsociety.com/forum/display_message.asp?mid=472

This was recently shown to me, but as far as i know the testing of this line of code never worked out. feel free to try yourself.


The only way i know of autoturrets that would work are as Jk says, spawn a local non moving unit with one attack and put it to attack whatever you wanted.
Title: Re: Autoturrets?
Post by: Hardcore on December 09, 2009, 03:36:01 PM
You'd have to ask someone else that, in practice you could i think make certain unit types spawn at certain points thus giving both native types places to spawn, however someone more experienced would have to confirm that.

Same with the 2 native factions, you'll have to have someone who knows more answer.

Quote from: xshat on December 09, 2009, 03:30:31 PM
Not sure what you mean here.
What i mean is that for your dispensable turret, to have your turret attack without an AI controlling it, is not possible. And a spawned AI (like dispensing a vehicle but instead a unit) will not attack.
Title: Re: Autoturrets?
Post by: Jango on December 31, 2009, 01:23:18 PM
im not sure if this works or not, but i saw this in the hoth ion cannon odf. [GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "hoth_bldg_ioncannon.msh"

[Properties]
BUILDINGSECTION = "BODY"
Label = "Ion Cannon"
GeometryName = "hoth_bldg_ioncannon"


BUILDINGSECTION = "TURRET1"

//TurretNodeName = "turret_x"
Controllable = "0"
AutoFire = "1"

//PCMaxTurnSpeed = "20.0"
//PCMaxPitchSpeed = "20.0"


TURRETSECTION = "TURRET1"

WeaponName = "hoth_weap_bldg_ioncannon"
AimerNodeName = "cannon_base"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"
//PCMaxTurnSpeed = "20.0"
//PCMaxPitchSpeed = "20.0"


BarrelNodeName = "barrel"
BarrelLength = "12.0"

FirePointName = "hp_fire"

FoleyFXGroup  = "metal_foley"

note that it says autofire= 1
Title: Re: Autoturrets?
Post by: Napseeker on January 02, 2010, 01:30:04 PM
It won't work - that autofire only means to just fire continuously in whatever direction the turret is pointed at by default.  There's no intelligence to make the turret redirect the weapon at an enemy and fire at it... this is basically the same thing I used in my Battle of Coruscant map (where you have each ship just firing straight at the other enemy ship).
Title: Re: Autoturrets?
Post by: Jango on January 02, 2010, 02:06:24 PM
well i guess you could just have it firing down a hallway like at cloud city.
Title: Re: Autoturrets?
Post by: Darth Verik on January 02, 2010, 04:14:08 PM
And can you make these turrents turn? so they still keep shooting straight but then they turn around
Whitout attacking an enamy or other things
Title: Re: Autoturrets?
Post by: Napseeker on January 03, 2010, 04:47:37 AM
I'm fairly certain you can't have them just naturally turning on their own... only a human or AI has the ability to get the turret to turn/move at all AFAIK...

Title: Re: Autoturrets?
Post by: wookieejedi on January 04, 2010, 05:23:58 PM
I just put that auto fire command in a bespin aa gun and it works great, fires and when you get in it you can control the direction and it just continues to fire, great for my possible Endor Space Battle Defending Home One Map.
Title: Re: Autoturrets?
Post by: (DW)skelltor on January 04, 2010, 05:55:54 PM
what line did u add??
Title: Re: Autoturrets?
Post by: wookieejedi on January 05, 2010, 04:55:06 PM
AutoFire = "1"
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