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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Black Wolf on March 15, 2003, 10:26:43 am

Title: Player controlled turrets
Post by: Black Wolf on March 15, 2003, 10:26:43 am
Would these be possible? AFAIK, they're not possible now, but they might make for an interesting and unique twist on the standard FS2 mission, either hitting things from a Capship, or (probably more interesting) being the gunner on a bomber. As a non coder I have no idea if this'd be difficult to implement or not, but I think it'd be a fairly decent idea if you could get it in there.
Title: Player controlled turrets
Post by: beatspete on March 15, 2003, 10:45:49 am
Well frontier Ellite managed it, and that was 10 (?) years ago.
Would probably be pretty hard to do with freespace though, there isn't really a similar feature in the game... well maybee looking around the ship with the hat-switch.
Anyway, i'll let someone who actually works on the SC answer you. :nervous:
Title: Player controlled turrets
Post by: Fury on March 15, 2003, 11:11:12 am
Black Wolf, let me guess. You got the idea from Help with Fs2 Weapons PLEASE (http://www.hard-light.net/vwbb/showthread.php?threadid=8511)-thread? :lol:
Title: Player controlled turrets
Post by: Black Wolf on March 15, 2003, 11:24:37 am
Actually, the idea came from KARMA posting a thread about Source code changes for the SW mod in SW Internal, and me thinking of the millenium Falcon chase in ANH.
Title: Player controlled turrets
Post by: Edwin on March 15, 2003, 11:45:40 am
that would be REALLY cool for use in multiplayer.  One person could fly and the other(s) shoot.
Title: Re: Player controlled turrents
Post by: diamondgeezer on March 15, 2003, 12:51:46 pm
You want some of this (http://www.space-readyroom.de/SAAB_Hammerhead.jpg), and you know it...
Title: Player controlled turrets
Post by: Stryke 9 on March 15, 2003, 02:50:31 pm
All you'd really need is a collision setting that'd just push the colliding objects along a little instead of jarring them and damaging them. Then you set up a ship with a small enclosed space, and make a roughly spherical ball turret model for the player and stick it in there (carefully) in FRED. The ball turret has no motive power of its own, but two guns, and the ship (with pretty powerful engines) kinda drags it along.

Or a docking point you can pivot on, though this would kinda limit the FOV of the turret to a 180* circle. Would be something like a T-Fighter setup. I don't know how hard it would be to add a bone/IK system like turrets have to other parts of ships (such as the part with the camera/part behind the bit with the camera and guns), but that'd make it just about a full 360.


You can already do the defensive turrets like the Alastors and stuff- just take all the movement values out of a ship model but leave the maneuvering properties, so that it can turn and shoot.
Title: Player controlled turrets
Post by: Hippo on March 15, 2003, 05:35:58 pm
Similar to XWA...
Title: Player controlled turrets
Post by: Darkage on March 16, 2003, 06:09:35 am
If this is posible and if it ever gets done, then it would be cool to shoot flak like a mad man or a AAF beam at fighters, or a capship beam;7
Title: Player controlled turrets
Post by: Martinus on March 16, 2003, 07:11:33 am
[color=66ff00]
It would completely change the balance of the game, consider if you had an orion, completely manned (pilot and full set of gunners), you wouldn't want to get too close to it at all, the gunners would be able to pick off torpedoes and bombs with a far higher accuracy than the AI ever could. If you had someone who was very accurate, manning a large beam they could concentrate fire onto one specific area of a ship instead of the game's standard arc firing method. You could destroy a very localised area of the ship eg. a large beam turret, rendering the enemy a lot less dangerous a lot quicker.

It's a feature I've always wanted to see. :nod:
[/color]
Title: Player controlled turrets
Post by: Petrarch of the VBB on March 16, 2003, 09:52:25 am
I've been thinking about this for a long time, just kept forgetting to post it.

If taken to extremes it would be a lot like that MMOSpcaeSim Allegiance, wouldn't it, where all the turrets and everything is manned by a human somewhere in the world.

Otherwise you could just have missions where you have to man a turret on an Orion to guide it through an asteroid field.

If you took it really far then even the bridge crew on capships could be player controllable, and it would become a strategy game. But I dount this would be possible.
Title: Player controlled turrets
Post by: kasperl on March 16, 2003, 09:58:30 am
this would be very nice in mlti player, where you can ask your pilot to get the ship in position, and you can provide some real cover. i'd love to be a gunner on an Ursa or something. now, to mkae thingsa real cool, you could cycle between turrets, and if you aren't controlling a turret the AI will. the same could go for the piloting overall. so if you're in single player, and in a bomber with turrets, you just press a button and the AI fly's your ship, and you take the turrting over from the AI.
Title: Player controlled turrets
Post by: KARMA on March 16, 2003, 10:39:00 am
i played in multiplayer at xwa as turrett player (it can be done..with some hack) and, believe me, to hit anything that is moving 'cept a close stardestoyer when you are on a moving ship (falcon in this case) is incredibly difficult:):) but funny:)
some nice missions could be built anyway btw...
for example you are on a disabled capship , you have to resist for 10 minutes until reinforcements arrive, you will have to fire at torpedoes and  bombers and maybe give a help to the fighters in dogfight..could be cool:)
And some nice situations could be set up for multiplayer too
Title: Player controlled turrets
Post by: Terorist on March 16, 2003, 05:28:20 pm
I've tried Warbirds III (http://www.totalsims.com/) a couple of times, when they've held free weekends... It's quite a ride to man a turret of a B-17 and go on a bombing raid. No scanners, lead indicators or other instrumentation or measurements to help you... Trying to hit those enemy fighters when they're coming right at you, seeing and hearing their volleys hitting the metal by you and hoping they don't nail you... :eek2:
Of course, it's also a long wait from the field to enemy airspace and back (so I only tried it once) - a problem not present in the more arcade approach of these space sims.
Title: Player controlled turrets
Post by: diamondgeezer on March 16, 2003, 10:49:05 pm
Quote
Originally posted by kasperl
... and you take the turrting over from the AI.

There's an E and an N in 'turrenting' ...



:devil:
Title: Player controlled turrets
Post by: Black Wolf on March 17, 2003, 03:42:44 am
Can one of you coders give us an idea of how difficult this would be to implement?
Title: Player controlled turrets
Post by: OldMan on March 17, 2003, 04:18:28 am
You must keep in mind that this is an addition to the code.. not a modification.

I didn“t studied this part of code.. but I guess that would be ALMOST impossible if mantaining the current nature of towers... and not so impossible if making the turrets just as fightesr that keep attached to the capital ship.

Well that is my guess... would need to make a deeper annalisys of code to make a better especulation. You need to understand that FS2 code is not quite modular or scalable.. making some transformations quite difficult.:(