Author Topic: Tell me about turrets...  (Read 2970 times)

Here's the lowdown, I've been wanting to make something big, a giant floating fortress called a Dreadnought that would come down and rain hell on anything in site. (This may be a bit tl;dr but bare with me)

This is what I need to figure out:

A- How do I create a "sticky" high friction surface to keep Blocko dudes on-board from blowing off the darn thing while it's moving? (possibly not even an issue, unsure)

Turrets
B- How do I create turrets your team mates can control remotely?
C- How do I set up "camera" points to enable a player to switch from Blocko-dude eye sight to turret eyesight?
D- How do I limit the view of these turrets? (I don't want them turning a full 360 degrees and shooting inside the ship, that would be stupid)
E- Another issue is how will I be able to visibly "rotate" the turret guns to where the player is pointing the Crossair?
F- Of course, I'll also need to disable the item menu of the players while they are inside the turrets.

Bonus
G- Armor plating, if the vehicle takes a specific amount of damage that is equal or less than the armor value, negate the damage (could be useful in everything, example-> ArmorPlatevalue = 40;   ...    Vehicle is hit by a pistol/gun, damage insufficient, damage is ignored and not deducted from the current Health)

I have a good idea of how I might pull this off, being that I could create remote Mount Points that take the player to the Turret Point (knocks down problem B and C), then that leaves me with D, E and F.

For E, I was thinking of making the turret a Pick-up weapon that can only be used in the turret spot, but then that would be too much hassle, and would leave a hole in the ship when no one's operating that turret slot, and on top of that it would leave a floating, sitting blocko dude if a player without a turret gun would mount that turret slot. This would look very awkward in too many ways.

For F, I'd think some magical script of some kind would do.

The rest is modeling, particle data, changing a value here and there, etc. etc.

For now I'd like to try making something simple, a Jeep with a minigun/gun/weapon in the second seat, so anyone sitting in the seat could shoot away at whatever. The gun must always be present even when no one's using it (like the Warplane). The gun must point wherever you look (unlike the war plane). Or if someone else prefers, they could make the jeep themselves and post it for anyone to base off of.

If we can make this happen, this simple simple thing, it could lead to allot of cool stuff in the future, like stationary turrets (flak artillery, missile batteries) and bombers with machine gun turrets.

Feel free to throw ideas around, also I suck at scripting from scratch (lack of C++/Python/ability to understand what the forget) so if you can, attach '//Comments'  explaining important values/things if you contribute anything.
Code: [Select]
Example-> code: somethingsomething = 3;  //Change this value to change the explosion scale
Here's the Warplane .cs file, notice that it is the StuntPlane with a gun (gun.cs) attached to the propeller Node.
Now you want a GIANT loving FLYING THING WITH LAZORS AND PPCS AND ARTILLERY CANNONS AND BLASTERS AND stuff?? Discuss.

Vehicles in TGE cannot (to my knowledge) be "sticky" and have play stand or move around on them.

You only choice would be to have the turrets as passenger spots and use some code to mount a specific weapon in the players hand.

Sounds like a lot of work for something that might not be worth the trouble.

Vehicles in TGE cannot (to my knowledge) be "sticky" and have play stand or move around on them.

You only choice would be to have the turrets as passenger spots and use some code to mount a specific weapon in the players hand.

That would probably be the best bet, I think you're right

Sounds like a lot of work for something that might not be worth the trouble.

I, myself, want this badly, and I'm willing to try making it happen.

I was thinking of Touretts syndrome. Don't know why.


Anyhow, Could it be a vehicle, that was "Sticky?"

Anyhow, Could it be a vehicle, that was "Sticky?"

Didn't I just talk about this?

Really, it would just be a large vehicle with many mount points and a custom script for turrets. Problem is the explosion and debris from destruction of vehicle. Would have to kick ass.

Anyhow, Could it be a vehicle, that was "Sticky?"

Didn't I just talk about this?

Really, it would just be a large vehicle with many mount points and a custom script for turrets. Problem is the explosion and debris from destruction of vehicle. Would have to kick ass.

I can take care of the Datablocks, particle effects and modeling (if I ever get my god damn MS3D to work). Turret scripts is all I lack right now.

Ace

This sounds epic. But the question is...

Can it be done?

I predict lag, crash, burn and some more lag. Great idea hope it gets done but I don't see it happening too soon...

If you got this done it would be one of the things I wanted.

If someone makes the scripts please leave them out for others to use.

>_>....[offtopic]and immobile cannons...*drool*[/offtopic]

you could always make a SUPER SLOW MOVING vehicle, and surround the edge with it with bricks for the turret (x2 hight would probably work, x3 would definantly work)