deployable turrets [message #485159] |
Mon, 06 January 2014 22:07  |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
Now that I have level editor working again, I was wondering if anyone remembers how to make the deployable turrets (through level editor) or if there is an active* link to the tutorial.
If anyone knows, please help as it would save me a shit load of time trying to figure it out again after all these years...
Also, links to any other working tutorials would help refresh me on some of what I've forgotten.
Thanks!
Level edit is my play ground
[Updated on: Mon, 06 January 2014 22:25] Report message to a moderator
|
|
|
Re: deployable turrets [message #485174 is a reply to message #485159] |
Tue, 07 January 2014 12:46   |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
If anyone knows of a map that has deployable items in it I could reverse engineer it and get what I need from that.
Level edit is my play ground
|
|
|
|
Re: deployable turrets [message #485178 is a reply to message #485159] |
Tue, 07 January 2014 17:03   |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
actually a deployable turret that you plant like a beacon as a soldier where ever you want to.
I want to make a mod where there are many deployable defenses and buildings.
Though I do like those versions as well and would be glad to know how to do those too.
Level edit is my play ground
|
|
|
|
|
Re: deployable turrets [message #485185 is a reply to message #485159] |
Wed, 08 January 2014 09:46   |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
I have to do it this way because I'm making (or editing) a map and not doing it server side.
So far I've gotten 3 of the 4 scripts that were used in place (or ones that seem to do the same thing), and I'm missing 1 script and some settings.
The 3 scripts I remembered are:
Jfw_disable_physical_collision
jfw_health_regen
tfx_replace_when_repaired
edit: now that I think about it, the turret should probably have the script to disable collisions and not the beacon...
It was set up so that you drop the health of the object just below max then it uses the regen to instantly repair to full health, then once at full health it would use the replace when repaired script to change it to the turret and use the script disable physical collisions so you didn't get stuck in it.
I'm still missing a few settings and a script, but if anyone can assist with the rest it would be greatly appreciated.
Level edit is my play ground
[Updated on: Wed, 08 January 2014 09:47] Report message to a moderator
|
|
|
Re: deployable turrets [message #485187 is a reply to message #485159] |
Wed, 08 January 2014 10:38   |
 |
danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
|
General (5 Stars) |
|
|
If you disable physical collision vehicles will be able to drive through the turret. Or infantry could stand inside it and shoot it from inside. Just FYI You probably want some sort of timer to trigger it to actually make the turret after a delay, giving the beacon placer time to get away. Then make a kabloom zone after the timer which murders anyone unwise enough to stay under the turret as it was being placed and then spawn the turret itself.
[Updated on: Wed, 08 January 2014 10:39] Report message to a moderator
|
|
|
|
Re: deployable turrets [message #485205 is a reply to message #485187] |
Fri, 10 January 2014 14:37  |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
|
Recruit |
|
|
danpaul88 wrote on Wed, 08 January 2014 10:38 | If you disable physical collision vehicles will be able to drive through the turret. Or infantry could stand inside it and shoot it from inside. Just FYI You probably want some sort of timer to trigger it to actually make the turret after a delay, giving the beacon placer time to get away. Then make a kabloom zone after the timer which murders anyone unwise enough to stay under the turret as it was being placed and then spawn the turret itself.
|
I just got the basic deployable setup situated, so yeah, if I can figure out how to make this happen I will. If you have any tips on what scripts/how to, it would be appreciated.
Level edit is my play ground
|
|
|