Game Development Community

Turrets?

by Adam · in Torque Game Engine · 02/27/2002 (8:32 am) · 71 replies

I haven't been able to find much in the way of turret info on the boards, and after a look through the engine and scripts, I see nothing related to turrets, in fact the inclusion of the turrets.cs file from Tribes 2 crashes the build. Is there any kind of core turret functionality in the engine at the moment?
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#61
04/09/2003 (6:54 pm)
One week later and the resource is ready, as promised. Once it is approved you can find it here. As soon as I see that it has been approved I will start another thread called "Turrets" to call attention to it.

Editing on 15April2003 - Resource has been approved.
#62
04/11/2003 (4:49 am)
Took a look at it, and...

1) it works great
2) it's nicely written
3) Thanks a *lot* for the great work!

This resource should go into torque head ASAP!
#63
04/11/2003 (5:10 am)
Thanks,

I think we should kick it around and work out the bugs first. Once it has been stable for a week I'll submit a patch for it. Beffy has been helping me work out some bugs with mounting turrets to vehicles with multiple passenger mount points, etc.
#64
04/11/2003 (5:24 am)
I have ordered our modelers to finish several turret and armed vehicle models, that should be a good rea-life test for the whole thing. I'll yell as soon as I smell smoke somewhere.
#65
04/11/2003 (11:18 am)
Ok here's some stuff I found out:

If you override the turret's onAdd function, you HAVE to call the Parent's function in there, or the turret wont work AND will cause a crash on mission exit.
The examples for overloading (anotherAITurret.cs) have this call commented out. You have to call this function as the first thing in your anAdd function, THEN you can mount barrels, set the team, etc.

Other than that, the turrets work really really great.
#66
04/11/2003 (12:13 pm)
I found 1 other thing. Not a big deal for me anyway. If you are controlling a turret and firing and do an "Alt-C" to toggle camera, your turret will continue to fire by itself at the angle you were last before you toggle the camera. Again this isn't a big deal . I just thought I should mention it.
#67
04/11/2003 (5:15 pm)
I haven't tested this out yet.. only read the page for the resource. But, it sounds like you put a ton of work into this. Just wanted to say thanks for all the hard work and the contribution!
#68
04/11/2003 (6:04 pm)
Josef: good info. I will test the dependency you see with anotherAITurret.cs and calling that parent function.

Michael: also good info. I will look into the Alt-C thing.
#69
04/15/2003 (1:02 pm)
The Resource has been approved. You can find it here. I mis-filed it under "Code Snippets" instead of Resources.
#70
04/16/2003 (11:25 am)
Paul I just wanted to tell you that the same thing happens when you die on a turret and jumping off while firing. It continues to fire after you are dead and after you jump off.
#71
10/13/2005 (1:25 pm)
Is there a way to mimic a turret without having to modify any engine code. I guess adding sideways and up/ down blend animations are the only way to go? I'm going for an arbitrary turret motion that will track various vehicles.
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