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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Turret Question
Turret Question
2001-02-27, 8:00 AM #1
I am useing the tmpturret.cog from the traps tutorial, and i was wondering if i could ake the turrets lock on and follow a target, rather than just shoot straight, how can I do this?
2001-02-27, 11:32 AM #2
To make that happen, you'll probably need to modify the turret's template and/or it's AI file. In the AI file, change it's view to 360*, and Add/change the line for 'Follow Target' or whatever.

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2001-02-27, 1:39 PM #3
Ya, that would make sence, i have read most of the JKspecs on AI already, but how would i go about makeing this change?
2001-02-27, 3:46 PM #4
I believe you need to define these symbols...

float autoAimXFOV=90
float autoAimZFOV=180

And your projectile in the code section something like...

FireProjectile(ghost1, projectile, fireSound, -1, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoAimZFOV);
Sleep(rate);
2001-02-27, 4:01 PM #5
Or maybe to something like:

FireTurret(WaitForPlayer, 1, 0)); (Print"Do you want fries with that?"). ShovePlayerInToaster,, [NYB] SlapEnemyWithFish))), ; Beckon Chair
(1, 0, 1, 1, 1, 0, 1); MakePlayerSignUpForTheNavy; [(Print:"NOOOO!!!")],



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"The Answer to everything...Life, the Universe, and Everything, is...42!"
--Deep Thought
Hitchhiker's Guide to the Galaxy

Project Leader of RemRan Productions
2001-02-27, 7:34 PM #6
Ah, Poor hamburger.
2001-02-27, 11:42 PM #7
guess what,that was exactly what i have in the cog (no, not what Xizor said), but it still only shoots stright,any more ideas?
2001-02-28, 3:05 AM #8
trace fire??? I've worked with the original turret and messed with it's .ai file so it can fire further. Maybe you'd want to add a primaryfire line to the .ai file and have it track the enemy. just have everything for the primary fire to be 0.0, 0.0, 0.0 except for the tracer fire.
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2001-02-28, 7:41 AM #9
ok, how would i go about editing a .ai file?
also, if i change it, will it change turrets in single player too?

[This message has been edited by Jengo Fett (edited February 28, 2001).]
2001-02-28, 9:11 AM #10
wait, no, i fixed it, i had the Zauto aim and X auto aim mixed up, but now for my next question:
how can i make the turrets shoot 2 parallel shots, like the turrets in single player?
2001-02-28, 9:13 AM #11
ok this is what you do:

get conman, and extract the turret's .ai file, go to the .ai portion of jkspecs, and to open up the .ai file, doubleclick it and open it with wordpad or notepad (i prefer wordpad), and change what you need to, and save it, then rename it, and then in jed, create a template, and select the .ai file you want. you can just load up the boxturret or boxturret4 template, and just pick your .ai file, and then from there you want to rename the boxturret4 to something else, and then just save it.
I am lost and could care less if someone finds me.
2001-02-28, 11:05 AM #12
ok, but now is the question i REALLY need ansered, where are the .ai files LOCATED, i cant finf them any were!
2001-02-28, 12:27 PM #13
they're in the resource directory filename is Res2.goo for mots and resseomthing.gob for jediknight.
I am lost and could care less if someone finds me.
2001-02-28, 12:31 PM #14
WARNING

ai files are NOT intended to be used in multiplayer levels. Try to make the turret work with just cogs. If you use ais you will have to put the turrets into the level with a generator cog and use the ai synch cog that is available in Massassi's download section. That cog tends to cause lag problems so avoid using ais in mp if you can.

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2001-02-28, 5:34 PM #15
yeah, if this is a multiplayer level, you can use the nar shadaa loading terminal to look at how it's done. it's just a cog that involves one or more turrets moving from one frame to another and then it fires the projectile from ghost positions. the turrett itself doesn't rotate, but the projectiles follow the target. i think the cog is turrettrap.cog or something. just extract it and put the thing number for the turrett in where it tells you to and place the ghost objects where you want them to be. if you want two shots fired from the same turrett, use two ghost objects right next to eachother. i think the cog handles up to 4 turretts and 4 ghost positions, but you can just use one turrett and 2 ghost positions (or 4 if you want 4 shots fired from the same spot) since the ghost positions are independent from the turretts, it doesn't matter where they're placed. it's also fun to mess with the projectile template in the cog, like changing it to fire conc blasts instead [http://forums.massassi.net/html/smile.gif] it's really very easy to do though, and like mike said, all you need is the cog.

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2001-02-28, 11:35 PM #16
that would work, but not exactl what i want the cog to do,
I want my turret to fire only when first a swich is hit and then when someone enters a sector, and i think turrettrap.cog fires as soon a a swich is hit, and will not waint for a player to enter a sector, which is wh i'm useing tmptrap.cog.

What if i were to make a custom projectile that was just 2 conc bullets next to eachother that has 2 seperate conc blasts when it hits, would that work?

As i go back and look at that idea, it really would not work, because the turrest fire in an order, not all at once, so one side of the turret would shoot that the other. Also, each of the ghost points would track differently, causeing one shot to follow the player and the other will follow him a sec later, so that really wount work for what i'm trying to do, but in most cases it would work

[This message has been edited by Jengo Fett (edited March 01, 2001).]
2001-03-01, 11:40 PM #17
I did it! I had to change the tmptrap.cog so that it would have 2 lines per position saying "FireProjectile" and fooled around with the numbers till i found one that changed were the shot came from in the turret, and maid it so the come out an equil amount on both sides!

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