Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Whitelight on October 05, 2003, 05:10:55 am

Title: Turret from nonturret subobject
Post by: Whitelight on October 05, 2003, 05:10:55 am
Downloaded a klingon model that was made up of 4 subobjects listed below.

#0:group1
#1:group2
#2:group3
#3:group4

My problem was it had no defencive turrets of any kind, so I got an idea to give it one foward turret by renameing #0:group1 to #0:turret01..
After that I gave it a firing point and did the table entry.

The turret shows in fred and to my suprise works in game :D
Not really a big deal but thought i`d post it anyway since this brainstorm worked. :)

Has anyone tried this before me?
Title: Turret from nonturret subobject
Post by: Taristin on October 05, 2003, 09:42:30 am
But what did that do? Make the hull a turret?  What actually _was_  #0:group1 ?
Title: Turret from nonturret subobject
Post by: StratComm on October 05, 2003, 01:14:53 pm
I don't see why making the hull a turret would be a problem, except that it becomes destroyable.  Setting the turret strength well over 100 might work, but if someone shoots stelletos at it all day then it could still be destroyed eventually.  And a hull that can be destroyed before the ship goes BOOM is a bad thing indeed.
Title: Turret from nonturret subobject
Post by: Whitelight on October 05, 2003, 03:27:37 pm
In reply to Raa Tor`h
Yes the _#0:group1_ is part of the hull, a foward section as a matter of fact.. The entire model looks simular to a klingon warbird, but in four subobjects.. Oh the model is made by Little Ludi.
 
StratComm..
Ahhh, I see the problems that it may cause if it was used in a mission, if say the turret is destroyed it would do one of two things, eather, 1 destroy the ship, or 2 crash the game in the process, didn`t think about that, but i`ll play around with it and see what happens. :D

I`m not that bright when it comes to using truespace, as I am finding out, but found this worked as a way to apply 1 turret anyway. Something i`ve been toying with..
Title: Turret from nonturret subobject
Post by: Taristin on October 05, 2003, 03:44:18 pm
make a _really_ tiny cube right in front, and texture it invisible, and make that object the turret. :)
Title: Turret from nonturret subobject
Post by: Whitelight on October 05, 2003, 04:28:57 pm
Ahh, i`ll have to try that Raa Tor`h..

Oh and found this interesting, set a sexp to sabotage turret 1, and this is what happened..
The turret stopped firing and didn`t show in the subsystems, but the ship stayed in one piece, and no crash.
Title: Turret from nonturret subobject
Post by: Bobboau on October 05, 2003, 04:33:47 pm
I once made the gas colector on the front of an Aunket into a mega super beam of death
Title: Turret from nonturret subobject
Post by: Falcon on October 05, 2003, 04:42:07 pm
The SSG Rahu looks like a Mjolnir cannon to me
Title: Turret from nonturret subobject
Post by: Taristin on October 05, 2003, 04:45:31 pm
Quote
Originally posted by Bobboau
I once made the gas colector on the front of an Aunket into a mega super beam of death


pre-golgotha
Title: Turret from nonturret subobject
Post by: Bobboau on October 05, 2003, 04:47:55 pm
that was in my extreem early days of modding, about half way through my remapping phase
Title: Turret from nonturret subobject
Post by: Whitelight on October 05, 2003, 05:41:15 pm
Quote
Originally posted by Bobboau
I once made the gas colector on the front of an Aunket into a mega super beam of death

Cool, i`m not the only one to have tried something of this sort, thank you Babboau for the reply..

I guess its a good start for me anyway :D
Title: Turret from nonturret subobject
Post by: Raptor on October 06, 2003, 03:57:57 am
Quote
Originally posted by Bobboau
I once made the gas colector on the front of an Aunket into a mega super beam of death


Same here, I also retextured the glowy-gas-canister-thing on the keel; made it look hi-tech.