PDA

View Full Version : question on sentinel turrets



legacy-s4623
06-23-2006, 10:35 PM
Did anyone ever get a set of sentinels turrets working properly in maps other than assault? I am trying a couple of these in a VCTF map (making one of the several paths VERY HARD (but barely possible) to get through) and sentinels from both teams are shooting at me for some reason, regardless of what other settings are there.

any hints?

legacy-Panther37
06-23-2006, 11:29 PM
Did you change the vehicle teams to only 0 (red) or 1 (blue)? The default is 255 so it will shoot at anything.

legacy-s4623
06-24-2006, 12:25 AM
I tried so far 0, 1, 2, and 255 (they all shoot me sooner or later). is there some other places that I should have stuff set properly?

legacy-s4623
06-24-2006, 12:35 AM
speaking of which, any turrets/vehicle I have vehicleteamlocked seems to have trouble getting into them. I tried also team 0, 1,2,255. I am sure this is related. setting the defaultgametype to UT2k4Assault.ASGameInfo will have the turrets/sentinels working proper, but the CTF will not work. Any thoughts?

legacy-Panther37
06-24-2006, 09:03 PM
Is your VCTF type xGame.XVehicleCTFGame?

legacy-s4623
06-24-2006, 09:34 PM
well, I have the gametype to be xGame.XVehicleCTFGame

I have a preffered team of red in UT204 settings (I believe it is 0)

here are the results:
I have problems entering teamlocked turrets of either team;

if spawncampprotection is off,

if the sentinel is at team 0, it start shooting at me when I picked up the flag or use any turret/linkturret panel
if the sentinel is at team 1, it start shooting at me right away

if spawncampprotection is on, turrets from both team start shooting me right away.

the linkturret start shooting right away whether it's team 0 or team 1

I am using the "play level" in the menu, if that matters

legacy-s4623
06-26-2006, 11:37 AM
I kind of worked it out (sort of) by subclassing the vehiclefactory and change the SetVehicleTeam function (return VehicleTeam instead of getting the defnder's team). it seems to work. anyone see any potential problems with this?

Here is the other thing. can anyone tell me where I can look for stuff for bot pathing specifically for turrets (I have no other vehicles)?

legacy-Panther37
06-26-2006, 09:19 PM
I don't know why you would need bot path noding for turrets. Anyways I'd love to use what you did with the turrets if I could.

legacy-s4623
06-26-2006, 11:19 PM
... link turrets do have a boarding location different than the actual turret location (well, they do shoot automatically without a bot using it for most part, I'll give you that), so I thought it might help guide them to something like a defensepoint in classic UT (you can tell the only previous mapping experience I have comes from Classic UT where people don't use static meshes as often)

go ahead if you want to use the thing with the turrets. (afterall I have yet to come up with bot support for it because I only test them without bots)

(and I think using this method you have to subclass each turret type that you use(minigun,sentinel,linkturret,ioncannon) instead of having one class that do all the trick (I think most people have that). Besides, they usually have AI scripts in Assult maps [at least the official ones] that I might have an impression that the AI may be a bit impaired if you want to use it in VCTF [ok, the sentinels would probably work as good as assault, I'll give you that])

legacy-Panther37
06-27-2006, 01:18 AM
I'm not much into scripting so I don't know how to do it. I just need Ceiling Sentries that respon and don't shoot everyone. I can use the sentries under Pawn, but they won't respawn if they are killed and I can't add any health to them other than ingame with a link gun.

legacy-s4623
06-27-2006, 10:09 AM
if you subclass the ceiling sentrygun and add the function


function byte SetVehicleTeam()
{
return VehicleTeam;
}

in the subclass (compile aftwrwards), then you will be able to use it in VCTF (I check the ceiling gun and they work for base at 256 unit height [but then again, I might be testing in very crowded spaces], not sure about 512 or higher)

setting bSpawnCampProtection to true will ensure it always scouts for enemies that it sees if you think it is not responding quick enough (although turning that on makes it to deal MUCH higher damage)

(I suppose you know how to configure the turret factory afterwards)

legacy-Panther37
06-28-2006, 04:05 AM
It works fine, thanks. Now I need to pathnode my level.