Thread: Insane turrets
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Old 11-25-2003, 05:38 AM   #5 (permalink)
Mithril
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Join Date: Aug 2003
Location: UK
Posts: 704
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Thanks for the answer (anyway)


I did that. Heres the code from my battleship:

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE

Body = ActiveBody ModuleTag_02
MaxHealth = 11000.0
InitialHealth = 11000.0
End

Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL HeavyShipLocomotor


Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
OrientLikeContainerOnExit = Yes
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
End

Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End

Behavior = ObjectCreationUpgrade ModuleTag_32
UpgradeObject = OCL_ChinaAddonTurret1
TriggeredBy = Upgrade_ChinaAddonTurret1
End

Behavior = GrantUpgradeCreate ModuleTag_43
UpgradeToGrant = Upgrade_ChinaAddonTurret1
ExemptStatus = UNDER_CONSTRUCTION
End



I wonder how people do it the right way...
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