Noodle Posted May 23, 2016 Share Posted May 23, 2016 I'm working on new ways to make fun boss battles and I've realized that I don't know if it's possible to move an enemy turret around the map, like you would move a func_train entity. Does anybody know if it's possible? Link to comment
ensiform Posted May 23, 2016 Share Posted May 23, 2016 Which kind of turret are you thinking of? And I might have an idea but it's kind of late so ping me later in the day Monday and I'll see if I can come up with a solution for you. Link to comment
Langerd Posted May 23, 2016 Share Posted May 23, 2016 I'm working on new ways to make fun boss battles and I've realized that I don't know if it's possible to move an enemy turret around the map, like you would move a func_train entity. Does anybody know if it's possible? The Narshadda in Jk2 had moving turrets.Sadly i think Jk3 removed this... Maybe there is a possibility to use move in option in scripts or parent it somehow on the train like You said Noodle likes this Link to comment
Ramikad Posted May 23, 2016 Share Posted May 23, 2016 Yeah, your best bet is probably trying with script commands. Link to comment
Noodle Posted May 23, 2016 Author Share Posted May 23, 2016 I managed to make it work, it wasn't as complicated as I thought! I created a turret and placed 3 ref_tag entities around it. Then I copied part of the script that was on ns_hideout, so it ended up looking like this. use ( "turret" ); affect ( "turret1", FLUSH ) { task ( "go1" ) { move ( $tag( "rail1", ORIGIN)$, 3000.000 ); } task ( "go2" ) { move ( $tag( "rail2", ORIGIN)$, 1000.000 ); } task ( "go3" ) { move ( $tag( "rail3", ORIGIN)$, 3000.000 ); } loop ( -1.000 ) { if ( $random( 0, 1 ) > 0.500$ ) { do ( "go1" ); wait ( "go1" ); } do ( "go2" ); wait ( "go2" ); if ( $random( 0, 1 ) > 0.500$ ) { do ( "go3" ); wait ( "go3" ); } } } The script activates the turret and makes it move randomly through the different ref_tag entities. However, I also tried to make a misc_panel_turret entity that moved through the map. It did work as intended untill I tried to control it, when I did, it went back to its initial position and didn't move any further. Langerd likes this Link to comment
ensiform Posted May 23, 2016 Share Posted May 23, 2016 Is this for SP or MP? misc_panel_turret doesn't sound like an MP entity to me. You might be able to attach the turret entity to the mover with the q3map2 _targetname trick as well, I'm not sure. The documents seem to claim its only for misc_model but it may work for others. Link to comment
mrwonko Posted May 23, 2016 Share Posted May 23, 2016 Do they aim correctly though? I vaguely remember JK3 turrets not adjusting their aim for their new location, making them miss... Link to comment
Noodle Posted May 24, 2016 Author Share Posted May 24, 2016 Is this for SP or MP? misc_panel_turret doesn't sound like an MP entity to me. You might be able to attach the turret entity to the mover with the q3map2 _targetname trick as well, I'm not sure. The documents seem to claim its only for misc_model but it may work for others. SP. What's the q3map2_targetname trick? Do they aim correctly though? I vaguely remember JK3 turrets not adjusting their aim for their new location, making them miss... I'd have to do some more tests to check that out. Does anybody know what's the best software for recording gameplay? I could record my experiments so i can show you guys better what I'm trying to achieve. Link to comment
mrwonko Posted May 24, 2016 Share Posted May 24, 2016 Does anybody know what's the best software for recording gameplay? I could record my experiments so i can show you guys better what I'm trying to achieve.MSI Afterburner works pretty well, and many people use the Open Broadcaster Software. Link to comment
Fuse294 Posted May 24, 2016 Share Posted May 24, 2016 One alternative is to make an NPC file for it with a custom model, then give it the 'flyswim' movement and CLASS_PROBE Example: autoturret { playerModel autoturret weapon WP_BOT_LASER health 70 headYawRangeLeft 180 headYawRangeRight 180 headPitchRangeUp 0 headPitchRangeDown 0 torsoYawRangeLeft 0 torsoYawRangeRight 0 torsoPitchRangeUp 10 torsoPitchRangeDown 10 reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER // race bot class CLASS_PROBE yawSpeed 60 runSpeed 150 walkSpeed 50 hFOV 120 vfov 45 snd turret moveType "flyswim" } MB2 Beta Tester / MB2 FA Assistant Dev Link to comment
ensiform Posted May 24, 2016 Share Posted May 24, 2016 The q3map2 _targetname trick is that you can attach an external misc_model entity to a mover and have the model move with the mover. You'd have to search the q3map2 documentation for how that works. Link to comment
Noodle Posted May 25, 2016 Author Share Posted May 25, 2016 MSI Afterburner works pretty well, and many people use the Open Broadcaster Software. Thanks, I managed to record a video in which I test the turrets. https://youtu.be/hoz5vbCiyyk The turret used for Jedi Outcast does have issues with aiming, but that isn't a problem when you use the misc_turret entity. There's a problem that pops up when a player-controlled turret destroys the enemy turret though. But my main issue comes from the fact that the player-controlled turret stops moving after I begin to use it, as the video shows. I wonder if there's a way to fix that problem. Langerd likes this Link to comment
Langerd Posted May 26, 2016 Share Posted May 26, 2016 Thanks, I managed to record a video in which I test the turrets. https://youtu.be/hoz5vbCiyyk The turret used for Jedi Outcast does have issues with aiming, but that isn't a problem when you use the misc_turret entity. There's a problem that pops up when a player-controlled turret destroys the enemy turret though. But my main issue comes from the fact that the player-controlled turret stops moving after I begin to use it, as the video shows. I wonder if there's a way to fix that problem. That looks interesting! Good to know You made it! Jk3 is much easier than the Jk2 ... they even nerfed the turrets ... (Funny ending XP) Link to comment
Noodle Posted May 26, 2016 Author Share Posted May 26, 2016 That looks interesting! Good to know You made it! Jk3 is much easier than the Jk2 ... they even nerfed the turrets ... (Funny ending XP) It is! I've been thinking a lot about how to make fun and difficult boss fights for my own SP missions. Soon I'll start posting screenshots of my first map. Langerd likes this Link to comment
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