Well I have successfully created a manned turret dispenser for SWBF1 (this has probably been done before, if not I'll post the assets for those who want them) however, it is always placed in the air.. I can't get it to go to the ground. Since this and the box with physics go hand in hand I have been working on both. It's weird because I can get the physic box to go to the ground, but not have collision. And I can get the turret to work perfectly, but it won't go to the ground. Anyway, my main concern is the turret. Any ideas?
Here's some pics:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2F127785648-3_zpsd9300b7e.jpg&hash=f2da900f39176408db2394a576eed229b4ef9306)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2F127785650-3_zpsfad4fe53.jpg&hash=cf2db0d44179d0b0a3d4b29b4b88ac50572f5420)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2F127785652-3_zps07e09449.jpg&hash=4968f15296893cd1034b512052a3d7e26a655445)
looks cool
Those TROOPER SKINS :O where where i want them :O! *btw very good mod turret*
Oooh! That should come in handy if anyone can get it to work...
I remember making one of these. I was unable to find a way to make gravity affect buildings. You could try making it a hover that couldn't move although I'm not sure if that is possible to make one that can't move. No matter what I did my deployable shield generator which used the droid class label was always able to move regrettably.
Just make the model have monster truck wheels!
Quote from: Buckler on April 04, 2013, 04:52:24 PM
Just make the model have monster truck wheels!
:rofl:
Quote from: UNIT 33 on April 04, 2013, 03:17:30 PM
Oooh! That should come in handy if anyone can get it to work...
Once someone gets it to work, all we'll need is a Spy class to zap the turret, then we can have an SWBF/TF2 mod! :D
Seems, the only way, to fix this - just move the the model deep under Null (with 3D modeling).
Unfortunately, I do not know, how to made, edit, or export correct turret :P.
Still, perhaps "hex craft" method, may help you ;).
I dont know much about modding,.but does the area the turret is dispensed change the height at all? Like if it were twice as high as it is now, what would happen?
Quote from: Ltin on April 05, 2013, 04:47:02 AM
I dont know much about modding,.but does the area the turret is dispensed change the height at all? Like if it were twice as high as it is now, what would happen?
No. The problem is, turrets, are suppose to stay steel, and can not be throwed at any altitudes. So, it just freeze, as only appear in hands. Well, you may try to throw it, when prone, so it may freeze almost at terrain level...
I may sujest, to set it as hover, with decreased speed... or...
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
LOLOL, Die rebel dogs!
*crunching sounds under wheels*
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
Bahahaha! Fantastic.
Hahaha, very nice. I'm not sure how to edit any of the nulls... I'll try the hover method.
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
AAAAAAAA-HHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!!!!
That is so GENIUS!!!!
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
LOL that is great. Next it needs to move, because if I understand right, it doesn't move (YET! DIE REBEL SCUM)
Attempts at making a hover always end in a crash.. anyone want to give it a try?
Fightertank .odf:
[spoiler][GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_fightertank.msh"
[Properties]
FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
MapTexture = "fightertank_icon"
HealthTexture = "HUD_rep_fightertank_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
GeometryName = "rep_hover_fightertank"
ExplosionName = "rep_hover_fightertank_exp"
AnimationName = "rep_hover_fightertank"
FinAnimation = "rep_fightertank_9pose"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 6600.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
FirstPerson = "REP\repftrtk;rep_1st_cockpit_fightertank"
FirstPersonFOV = "55"
SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 4.0 //Suspension tightness. High is a firm rugged ride, low is floaty and smooth
LiftDamp = 3.0 //Shock Absorber. High corrects quickly, low causes it to bounce and over correct alot.
Acceleration = 5.5
Deceleration = 7.0
Traction = 20.0
ForwardSpeed = 12.0
ReverseSpeed = 10.0
StrafeSpeed = 4.5
AddSpringBody = "-1.8 1.4 1.7 2.5"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.4 1.7 2.5"
BodySpringLength = 1.0
AddSpringBody = "0.0 2.4 -2.0 3.5"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2
VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5
CockpitTension = 20
SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0
//SpinRate = 1.2
//PitchRate = 0.8
//PitchFilter = 2.75
//TurnRate = 1.3
//TurnFilter = 2.75
StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3//low is slow - How quickly the bank returns to level
LevelSpring = 2.0//low is slow - the force the restores level
LevelDamp = 1.0//low is slow - the force that reduces the momentum of the rotation
PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 -5.0" //needs to be chenged back to 0.0 1.0 -5.0 when artists move center point
TrackOffset = "0.0 0.5 5"
TiltValue = "5.0"
PitchLimits = "-8.0 25.0"
YawLimits = "0.0 0.0"
VehicleCollision = "p_vehiclesphere"
OrdnanceCollision = "p_cube"
OrdnanceCollision = "CollisionMesh"
SoldierCollision = "CollisionMesh"
TargetableCollision = "p_target"
WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = 1
HierarchyLevel = 1
AimerNodeName = "lgun_x"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
NextAimer = "-"
AimerNodeName = "lgun_y"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-30.0 15.0"
BarrelNodeName = "Turret_1"
BarrelRecoil = 0.25
FirePointName = "hp_cannon_1"
NextAimer = "-"
HierarchyLevel = 1
AimerNodeName = "rgun_x"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
NextAimer = "-"
AimerNodeName = "rgun_y"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-15.0 30.0"
BarrelNodeName = "Turret_2"
BarrelRecoil = 0.5
FirePointName = "hp_cannon_2"
WEAPONSECTION = 2
WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = 50
AimerPitchLimits = "-30 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missile_1"
NextAimer = "-"
AimerPitchLimits = "-30 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missile_2"
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
TurretNodeName ="turret_y"
AimerNodeName = "turret_x"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "turret_barrel1"
BarrelRecoil = 0.25
FirePointName = "hp_gun_1"
//NextBarrel = "-"
//BarrelNodeName = "turret_barrel2"
//BarrelRecoil = 0.15
//FirePointName = "hp_gun_2"
EyePointOffset = "0.0 0.5 3.0"
TrackCenter = "0.0 1.0 -1.0"
TrackOffset = "0.0 0.0 2.0"
TiltValue = "3.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
WeaponName = "rep_weap_hover_fightertank_laser"
WeaponAmmo = 0
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_hover_fightertank_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "0.50"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_hover_fightertank_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "7"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_hover_fightertank_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
///////////////////////////////////
////DAMAGE//////////////////////
/////////////////////////////
DamageStartPercent = 80.0
DamageStopPercent = 50.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = 70.0
DamageStopPercent = 50.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 20.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"
EngineSound = "interceptorTank_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
FoleyFXGroup = "metal_foley"[/spoiler]
Turret .odf:
[spoiler][GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "arm_bldg_tripodturret.msh"
[Properties]
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
MapScale = "1.2"
GeometryName = "arm_bldg_tripodturret"
DestroyedGeometryName = "com_bldg_chaingun_tripod_dest"
ExplosionName = "com_inf_rechargedroid_exp"
MaxHealth = "200.0"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "neck"
Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"
PitchLimits = "-11.0 11.0"
YawLimits = "-180.0 180.0"
PitchTurnFactor = "0.0"
//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"
EyePointOffset = "0.0 1.0 1"
TrackCenter = "0.0 1.0 -3.0"
TrackOffset = "0.0 1.0 1.5"
TiltValue = "5"
PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
PilotAnimation = "man_minigun"
TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = "vehicle_equip defer"
TurretStartSound = ""
TurretStopSound = ""
//FoleyFXGroup = "metal_foley"
DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "smokeplume"
DamageAttachPoint = "hp_smoke_1"
TURRETSECTION = "TURRET1"
MaxTurnSpeed = "2.75"
MaxPitchSpeed = "0.75"
WeaponName = "tur_weap_laser"
WeaponAmmo = "300"
AimerNodeName = "aimer_gun"
FirePointName = "hp_fire"
\\ ----- COLLISION -----
vehiclecollision = "p_v-tripod"
//Soldiercollision = "collision_os-base"
Soldiercollision = "p_os-gun"
//Ordnancecollision = "collision_os-base"
Ordnancecollision = "p_os-gun"
[/spoiler]
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
Oh my goonness!!! :rofl:
You definitely need to post this in the Funny SWBF pics thread! :rofl: