Mobile turrets that have to "plant" themselves?

Mobile turrets that have to "plant" themselves?

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Keithus
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Joined: 06 Oct 2006, 05:59

Mobile turrets that have to "plant" themselves?

Post by Keithus »

I was working on a model earlier and kinda came up with an idea for a unit, not too sure it been done before and I'm not sure that it could work.

A vehicle (hover in my case) that is fully mobile but has to plant/attach itself onto the ground before it can fire. Basically this means it would be a portable turret (Basically a movable punisher/guardian).

Wondering if this is possible, it doesnt seem too complicated but it seems spring has a few random, small but annoying limitations.
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KDR_11k
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Post by KDR_11k »

When StopMoving() is called, make it start deploying and only let it shoot when fully deployed. Immediately undeploy it when StartMoving() is called.
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yuritch
Spring 1944 Developer
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Post by yuritch »

Also make sure to use the new SET MAX_SPEED script command to limit the speed while the unit is deployed and restore the speed when it's undeployed. I haven't tried that yet, but the changelog says it was added in the last version.
It's better to tie this to On/Off state and not to the StopMoving, btw.
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rattle
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Post by rattle »

Doesn't work yet but it's going to be fixed... at least I hope so.
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Peet
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Post by Peet »

Cool idea...Like tick tanks in Tiberian Sun.
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rattle
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Post by rattle »

Yeah, well not quite. I like the idea a lot. There was a mod for Tiberian Sun (forgot the name) which not only introduced a very different type of gameplay (hub system) it also had hovercrafts which could be deployed into turrets. They're like (fast) moving machine gun turrets.
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Neddie
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Post by Neddie »

I believe there is a Stormtrooper in SWS that does this.
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BlackLiger
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Post by BlackLiger »

He means like the Badger and Pak turrets in the origional battlezone did.
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AF
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Post by AF »

Have a script that checks stop moving and icnrements a counter. If the counter ==2 then set maxspeed to 0. Its 2 because if it wasnt then it'd move out of the factory once built then get stuck and your factory would be surrounded by an impenetrable wall of turets.
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BlackLiger
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Post by BlackLiger »

AF wrote:Have a script that checks stop moving and icnrements a counter. If the counter ==2 then set maxspeed to 0. Its 2 because if it wasnt then it'd move out of the factory once built then get stuck and your factory would be surrounded by an impenetrable wall of turets.
If we ever got mobile factories working, that could be rather cool ;)
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rattle
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Post by rattle »

AF wrote:Have a script that checks stop moving and icnrements a counter. If the counter ==2 then set maxspeed to 0. Its 2 because if it wasnt then it'd move out of the factory once built then get stuck and your factory would be surrounded by an impenetrable wall of turets.
Does that mean maxspeed is fixed now?
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Keithus
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Post by Keithus »

I was actually thinking about perhaps having an animation that would deploy "braces" or just have it stop hovering and plonk itself down onto the ground before it fired.

Anyhow its great to have some replies :-)
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