Author Topic: Giving a uiName to a turret player doesn't do anything  (Read 1180 times)

I'm trying to get something of Gravity Cat's to be spawnable on it's own, but when I stick a "uiName =  ;" it doesn't work.
Quote
datablock PlayerData(gc_HumveeAvengerTurretPlayer : gc_HumveeTurretPlayer)
{
  renderFirstPerson = true;
  emap = false;
  className = Armor;
  shapeFile = "./humveeavengerturret.dts";
  mountThread[0] = "sit";
  uiName = "Avenger Turret";
  lookUpLimit = 0.5;
  lookDownLimit = 0.5;
  protectPassengersDirect = true;
  boundingBox = "10 10 8";
  crouchBoundingBox = "10 10 8";
};
Bolded is what I added. I have basically no experience coding so I don't know if this is enough to comprehend the problem.

Look at Vehicle_HMG. It should have what you're missing.

Looks like I'll have some work to do then.
EDIT:
I just noticed everything needed is already defined before
Code: [Select]
datablock PlayerData(gc_HumveeTurretPlayer)
{
  renderFirstPerson = true;
  emap = false;
  className = Armor;
  shapeFile = "./humveeturret.dts";
  cameraMaxDist = 4;
  cameraTilt = 0.261;
  cameraVerticalOffset = 2.3;
  cameraDefaultFov = 90;
  cameraMinFov = 5;
  cameraMaxFov = 120;
  aiAvoidThis = true;
  minLookAngle = -1.5708;
  maxLookAngle = 0.5;
  maxFreelookAngle = 3;
  mass = 200000;
  drag = 1;
  density = 5;
  maxDamage = 300;
  maxEnergy = 10;
  repairRate = 0.33;
  rechargeRate = 0.4;
  runForce = 1000;
  runEnergyDrain = 0;
  minRunEnergy = 0;
  maxForwardSpeed = 0;
  maxBackwardSpeed = 0;
  maxSideSpeed = 0;
  maxForwardCrouchSpeed = 0;
  maxBackwardCrouchSpeed = 0;
  maxSideCrouchSpeed = 0;
  maxUnderwaterForwardSpeed = 0;
  maxUnderwaterBackwardSpeed = 0;
  maxUnderwaterSideSpeed = 0;
  jumpForce = 0;
  jumpEnergyDrain = 0;
  minJumpEnergy = 0;
  jumpDelay = 0;
  minJetEnergy = 0;
  jetEnergyDrain = 0;
  canJet = 0;
  minImpactSpeed = 250;
  speedDamageScale = 3.8;
  boundingBox = "10 10 2.5";
  crouchBoundingBox = "10 10 2.5";
  pickupRadius = 0.75;
  jetEmitter = "";
  jetGroundEmitter = "";
  jetGroundDistance = 4;
  splash = PlayerSplash;
  splashVelocity = 4;
  splashAngle = 67;
  splashFreqMod = 300;
  splashVelEpsilon = 0.6;
  bubbleEmitTime = 0.1;
  splashEmitter[0] = PlayerFoamDropletsEmitter;
  splashEmitter[1] = PlayerFoamEmitter;
  splashEmitter[2] = PlayerBubbleEmitter;
  mediumSplashSoundVelocity = 10;
  hardSplashSoundVelocity = 20;
  exitSplashSoundVelocity = 5;
  runSurfaceAngle = 85;
  jumpSurfaceAngle = 86;
  minJumpSpeed = 20;
  maxJumpSpeed = 30;
  horizMaxSpeed = 68;
  horizResistSpeed = 33;
  horizResistFactor = 0.35;
  upMaxSpeed = 80;
  upResistSpeed = 25;
  upResistFactor = 0.3;
  footstepSplashHeight = 0.35;
  JumpSound = "";
  groundImpactMinSpeed = 10;
  groundImpactShakeFreq = "4 4 4";
  groundImpactShakeAmp = "1 1 1";
  groundImpactShakeDuration = 0.8;
  groundImpactShakeFalloff = 10;
  maxItems = 10;
  maxWeapons = 5;
  maxTools = 5;
  uiName = "";
  rideable = true;
  lookUpLimit = 0.6;
  lookDownLimit = 0.4;
  canRide = false;
  showEnergyBar = false;
  paintable = true;
  brickImage = horseBrickImage;
  numMountPoints = 1;
  mountThread[0] = "root";
  protectPassengersBurn = true;
  protectPassengersRadius = true;
  protectPassengersDirect = false;
  useCustomPainEffects = true;
  PainHighImage = "";
  PainMidImage = "";
  PainLowImage = "";
  painSound = "";
  deathSound = "";
};
Then there's the other turret straight after this. Should I use this code along with the uiName with the other piece of code or is there another way of doing things?
« Last Edit: May 02, 2013, 07:44:48 PM by Mr.jacksaunt »

Doing that worked interestingly enough. If there's another more efficient way of doing it, please post.

I think these are the only ones you need:

Code: [Select]
rideable = true;
numMountPoints = 1;