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Mobile turrets that have to "plant" themselves?

Posted: 24 Oct 2006, 10:00
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.

Posted: 24 Oct 2006, 10:49
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.

Posted: 24 Oct 2006, 15:59
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.

Posted: 24 Oct 2006, 16:37
by rattle
Doesn't work yet but it's going to be fixed... at least I hope so.

Posted: 24 Oct 2006, 20:40
by Peet
Cool idea...Like tick tanks in Tiberian Sun.

Posted: 24 Oct 2006, 21:15
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.

Posted: 24 Oct 2006, 21:19
by Neddie
I believe there is a Stormtrooper in SWS that does this.

Posted: 24 Oct 2006, 22:16
by BlackLiger
He means like the Badger and Pak turrets in the origional battlezone did.

Posted: 25 Oct 2006, 00:53
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.

Posted: 25 Oct 2006, 02:06
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 ;)

Posted: 25 Oct 2006, 02:10
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?

Posted: 25 Oct 2006, 05:05
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 :-)