Manually Controlled Turret

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Manually Controlled Turret

Postby Allan » Fri Nov 28, 08 1:49 pm

Well, after a lot of time with no internet, and now no laptop, I decided to forgo charting for Guitar Hero, and make DX mods again. And I have created possibly my best one to date - A turret similar to the one RedGreasel made ages ago that you can control, just waaaaaaaaay better.

It's operated by a computer, which is hooked up to the turret via an option in the computer's class when added into the levels. After successful connection, you get to the window for controlling the turret.

The window has:

- A viewport from the turret's POV.
- Aforementioned viewport has toggleable readouts on ammunition and target data.
- Viewport also features a targeting reticle that works in the same way as the default IFF system (Enemy = red, friendly = green, though scripted pawns are always yellow to the reticle.)
- Manual and automatic firing. Automatic operates from a button on the window, manual is operated by pressing/releasing Left Mouse button.
- The gun fires self-targeting rockets.
- The gun has finite ammunition, and is reloaded by collecting special ammo classes, and pushing the 'Reload Gun' button on the computer window.
- The viewport has some rudimentary Vision Enhancement, that drains the player's Bio-electric energy.
- The gun goes mad if hit by EMP, like a standard turret.
- It's just f**king cool. :D


The gun works perfect in SP, but I'm wrestling with replication in MP. The gun can connect, but doesn't move. -_-


Just thought I'd let y'all know.
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Postby {17}agentsmith » Fri Nov 28, 08 2:52 pm

sounds awesome! 8)
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Re: Manually Controlled Turret

Postby Mr. Tastix » Fri Nov 28, 08 3:21 pm

Allan wrote:- A viewport from the turret's POV.


Is this sort of the like how it works in Deus Ex: Invisible War (obviously looking different but the general feature being the same)?

Sounds pretty sweet IMO. Look forward to it's release.
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Postby Allan » Thu Feb 05, 09 9:10 pm

Well it seems to be working for the most part now. Just still failing to get the gun to rotate to other people... -_-

That, and I think the rockets may be broke ATM. I haven't looked at this project in quite a while. :(

(also, hi.)
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Postby ~DJ~ » Fri Feb 06, 09 6:50 am

Sounds Awesome!

Good work Allan :P
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Postby Tonnochi » Fri Feb 06, 09 8:28 pm

I love you Allan.
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Postby ~ô¿ô~Nobody~ » Sat Feb 14, 09 7:25 pm

Allan wrote:Well it seems to be working for the most part now. Just still failing to get the gun to rotate to other people... -_-

That, and I think the rockets may be broke ATM. I haven't looked at this project in quite a while. :(

(also, hi.)


Cool, but I guess the rockets are from Taiwan. :lol:
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Postby Allan » Sun Feb 15, 09 5:21 pm

~ô¿ô~Nobody~ wrote:Cool, but I guess the rockets are from Taiwan. :lol:


Yep, seems so. That, or either China or Hong Kong.

By the way, if someone could have a look at the code for this, and try and help me with the replication, it'd be a big help. ;)
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Postby Raiiiny » Fri Apr 03, 09 2:18 pm

genious :wink: can't wait for the download.
i'd help with the replication, but im still kind of a noob to modding. =/
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Postby Allan » Sat Apr 04, 09 10:44 pm

RE. the Replication:

The moving seems to work in MP (Only when hit by EMP, but it's a start), it's just the window REFUSES to send just about any workable signals to the actual gun. -_-
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Postby CvendaCZ » Tue May 26, 09 6:10 am

This can by very good mod.

where i must place it ?
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Postby Baleout » Tue May 26, 09 11:48 am

I remember someone else that made a manually controlled turret, along with a "capture the base" gametype. It was someone called Karkian, I think.
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Postby ~DJ~ » Tue May 26, 09 12:15 pm

Kakashi-251 wrote:This can by very good mod.

where i must place it ?


Its not released yet, he just uploaded the code here so that someone can fix on what's wrong about it. -_-
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Postby Allan » Thu May 28, 09 2:01 am

Wasn't that RedGreasel's mod?

Or was that another thing he 'borrowed'?
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Postby Baleout » Thu May 28, 09 2:09 am

Yeah, Redgreasel.

Wait...
Allan wrote:A turret similar to the one RedGreasel made ages ago that you can control,


:oops: NEVERMIND
Last edited by Baleout on Thu May 28, 09 2:12 am, edited 2 times in total.
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Postby Tantalus » Thu May 28, 09 10:37 am

So how will this work? Will it turn the player in to a turret?
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Postby ~DJ~ » Thu May 28, 09 11:35 am

IMO just like you seeing through Computer Terminal, a window, but, no limited time, but some features like you can take enemy turret for a short period of time, and in that period of time, you can capture it. o_o
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Postby Tantalus » Thu May 28, 09 11:46 am

Ah, so it's on the console view then.
Signatures are dumb.

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Postby Allan » Fri May 29, 09 12:00 am

IF this worked, it'd work by getting the player to use the terminal, then controlling it like the cameras in SP, firing with the Left Mouse Button, or the 'Auto-Fire' button.

However, it doesn't want to work in MP. At all.
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Postby ~SaSQuAtCH~ » Fri May 29, 09 5:25 pm

Perhaps you shouldn't be modifying the original turret but create a new one which you could attach to the computer terminal somehow.
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Postby Allan » Fri May 29, 09 10:22 pm

I've developed my own console and all that for this turret. It worked 100% in SP.

It's just the MP replication that's being a pain in the backside. Otherwise it works perfectly.


*note - This message was posted whilst Allan was somewhat drunk. Please ignore spelling mistakes*
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