Turrets And Weldpoints In Combat?
Dr_aaagh
Join Date: 2004-02-07 Member: 26194Members
<div class="IPBDescription">how to get them working</div> Anyone know how to get turrets working in combat?
I read it some time ago but I've forgotten.
And before you all say it's impossible, it's been done quite a few times.
Is there a special trigger, or placement technique? or should the names of the turrets and tf be specific values?
Additionally, I have a weldable wall in my map, however when ppl weld it and it is destroyed, they cannot shoot through the gap where it used to be. You get sparks where the wall was. However, you can walk through the gap with no problems.
I read it some time ago but I've forgotten.
And before you all say it's impossible, it's been done quite a few times.
Is there a special trigger, or placement technique? or should the names of the turrets and tf be specific values?
Additionally, I have a weldable wall in my map, however when ppl weld it and it is destroyed, they cannot shoot through the gap where it used to be. You get sparks where the wall was. However, you can walk through the gap with no problems.
Comments
'Additionally, I have a weldable wall in my map, however when ppl weld it and it is destroyed, they cannot shoot through the gap where it used to be'
what does that sound like to you? to me it sounds like a wall of func_weldable. Sorry for not being more explicit, but it should be pretty obvious to ns mappers. For cs mappers: func_weldables can explode (with sound and gibs) on successful welding. As stated before, however, the gap left is passable by rines and aliens, but not by bullets (maybe a ns bug).
I guess one solution would be to have a small func_weldable in the middle of the wall with the wall as a triggerable func_breakable, but then you would have the same problem - you would still not be able to shoot through the weldpoint.
All that mess with the doors and screen shakes is just gonna cause problems. And you haven't given any solution to the problem - u still have a weld point somewhere (in the gap) that you cant shoot through.
Anyway, the problem is a minor one at least - I'll just have to replace it with a weld-triggered door. The main problem is that the turrets don't work.
Maybe set the weldable off to the side and get it to trigger a func_breakable, but have the breakable set to like a trillion hp, iv used this sort of thing in my map.
pm me if you arnt sure. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
If you want the turrets to start built (spawnflag 1), then be certain that you place the turret factories after you have placed every turret. It appears as if map placed turrets are buggy like that. On a some-what related note, offense chambers cannot be placed and operate properly with the StartBuilt flag set, they just sit in an infinite idle loop. They must be built by a gorge in order to operate.
I am not quick clear on what you mean by 'be certain that you place the turret factories after you have placed every turret'. Are you saying the order of the entities in the pre-compile .rmf/.map or final .bsp is important? Or is it an editor-related thing that somehow groups nearby turrets to a turret-factory with a variable?
I believe the .map/.rmf would be in similar order.
In ripent, the exported entity file. If, let's say, your turrets are arranged like this:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
{
"origin" "1331 1412 -203"
"angles" "0 -3 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "team_turretfactory"
}
{
"origin" "1327 1254 -203"
"angles" "0 145 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "turret"
}
{
"origin" "1327 1561 -203"
"angles" "0 -149 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "turret"
}
{
"origin" "1501 1400 -203"
"angles" "0 178 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "turret"
}
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Then when the map loads (or resets), the turret factory will be active, but all turrets surrounding it will appear to be fully built, but they will not "ping", nor will they fire at any enemies.
However, by moving the turret factory to the bottom of the list:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
{
"origin" "1327 1254 -203"
"angles" "0 145 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "turret"
}
{
"origin" "1327 1561 -203"
"angles" "0 -149 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "turret"
}
{
"origin" "1501 1400 -203"
"angles" "0 178 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "turret"
}
{
"origin" "1331 1412 -203"
"angles" "0 -3 0"
"teamchoice" "1"
"spawnflags" "1"
"classname" "team_turretfactory"
}
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
All turrets and the turret factory will operate fully when the map loads/resets.
With regards to the weldable wall - have changed the wall to a weldable door.