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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 25, 2008 22:55 Post subject: Turret generators? |
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Can you create a generator with a gun turret? It doesn't seem to be working for me . . .
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 27, 2008 21:40 Post subject: |
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Is there at least a way to make a turret invincible without preventing it from firing at the player?
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Posted: Jun 01, 2008 08:48 Post subject: |
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You could try putting it in its own sector with one-way "cannot fire through wall" flags? (Flag 3 +
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Jun 01, 2008 08:50 Post subject: |
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Note that these flags can be set even if the turrent is, say, in the middle of the room the player can enter. Just make the sector the turret is in small enough that the player would not be able to aim up to reach the turret from inside it.
_________________ Wake up, George Lucas... The Matrix has you.. |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Jun 01, 2008 14:54 Post subject: |
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I've tried the wall flags, they seem to automatically be two-sided, even if only set on one side of the wall. Am I doing something wrong?
The reason I don't want to use Nottheking's method is because when DarkXL comes out, we'll be able to look straight up, and that would kinda ruin the purpose.
I'm still wondering why making a generator out of it won't work, it works with just about every other enemy . . .
And by the way, I had a better idea for this particular area, so it's not that important anymore, I just wanna know how in case I decide to implement this somewhere else in the level.
EDIT: The turrets are in small holes in the walls that open up when the player enters the room. I think the facility exit in TESTBASE has something similar to this, if I remember correctly . . .
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Cal72521 Ree-Yees
Joined: 14 Sep 2006
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Posted: Mar 21, 2009 12:35 Post subject: i got an idea |
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put your turrent in sub sector, have the outside/inside walls rednered but have the inside texture see-thru. you'll have to make a speacial texture thats transparent, use bmpdf, from the utilities section. there is a speacal option that enables transparcny.
I don't think you can shoot thru a opauge texture/wall with certain flags. Anyway this could be a good rout.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Mar 21, 2009 13:26 Post subject: |
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I'll try that, thanks. That is, if i get BMPDF to work 
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Pumpkinetics Ree-Yees
Joined: 16 Oct 2007
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Posted: Mar 23, 2009 07:31 Post subject: |
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Another thing: Setting a wall's flags in WDFUSE will set its adjoin to the same flags. To make it one or the other requires a manual edit (through INF or directly through the text file)
_________________ "So, how goes (X) ?"
"WORKIN' ON IT! I SWEAR!" |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Mar 23, 2009 13:01 Post subject: |
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Aha, that's what my problem was! I'll do it with INF then, now that I know why it wouldn't work. Thanks 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 23, 2009 17:35 Post subject: |
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This is a tangent somewhat, but this leads me to a question. In the DarkXL editor, right now, if you set flags or other settings on an adjoin wall it does not change the settings on the "mirror" wall. This is the opposite behavior as WDFUSE. So my question is: which behavior is the better default, in your opinion? Would a button on the dialog, like "copy adjoin settings" (with a better name) be a good middle ground? I'd rather avoid people having to edit sector settings manually.
Thanks.
_________________ DarkXL....http://darkxl.wordpress.com |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Mar 23, 2009 18:03 Post subject: |
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It's probably better to keep the wall's settings separate from it's 'mirror' and have a butoon like lucius suggested. Otherwise, how would we deal with situations like this one?
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Mar 24, 2009 00:48 Post subject: |
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Why not leave it the way you have it now lucius, but add the ability to select multiple walls and allow flags that are set or cleared to affect all walls in the current selection? This way if you want to edit each side of the wall independently, you can do so by selecting them individually. And if you want to edit both sides simultaneously, just add them to a group.
Another option would be to use have three radio buttons for each flag. There could be "This Side", "Both Sides" and "Other Side". This way both sides can be independently edited at the same time. Using two check boxes to represent "This Side" and "Other Side" would take up a bit less space, although it would require two clicks to set a flag for both sides as opposed to just one click with radio buttons.
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Cal72521 Ree-Yees
Joined: 14 Sep 2006
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Posted: Apr 07, 2009 12:01 Post subject: |
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you could do some thing with adjoining and unadjoining
then moving it/replace with a sector the same shape with a new turret. you could start this when a player leaves the area so that it doesn't happen in view, like a real genrator. also your turret sector could be on a diffrent floor than the one it adjoins to so that you can have enuff space to have a lot of them. I found there is a flag in inf to make player/objects move with a sector[morph move] look at the detenion center level.
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Cal72521 Ree-Yees
Joined: 14 Sep 2006
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Posted: Apr 07, 2009 12:24 Post subject: |
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a double sided mirror- make it look like a reactor core with a scrolling tx, and change the 'pachooo' of the turret to a zap!
I think that be cool.
to make it invicable;
if in a hallway skip steps 1 and 2
1make a 4 sectors make a square doughnut
2make a 5th sector put it in the middle adjoin.
3make a subsector in the 5th sector.
4now inf all the walls of the 5th sector to call a dummy elevator with enty mask player, event mask fire.
5now make your evevator change the bits[flags] of your subsector, for an instante you cant't fire thru the walls then clear bits with the next stop of your elevator. careful timing/spacing of walls.
I figured it out! have fun infing
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