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Staredit Network -> UMS Assistance -> Turret follows unit...
Report, edit, etc...Posted by Joshgt2 on 2005-12-27 at 00:01:19
We all know that the turret will go spinning around in circles if there is an invinsible unit that it could attack. But what if the turrets attack was set to 0? Well that answer to that is the turret will still attack the unit... dry.gif

I need to find a way that I can have a turret following a unit's direction (as in turning to whatever direction it needs to turn) but not shooting the unit. The unit can not be invinsible since common sence would tell you that the turret wouldn't shoot anyway, and I don't want anything to be disabled.

Can this be done? I would have put this in the concepts section but this seems to be more help than anything else...
Report, edit, etc...Posted by Corbo(MM) on 2005-12-27 at 00:36:49
my guess, after testing for a while with diferent methods
No
tried to make the "ally, unally" managed to time it so it turns around by half then it goes to unit then spins again normal, and repeats process, managed to make it so it did 1/4 or the circle and viewed the unit but at second time it repeated it shoots then repeats process
Report, edit, etc...Posted by Joshgt2 on 2005-12-27 at 00:40:40
Thanks for also testing this out... I didn't think that this could be done but I just wanted to make sure. My plan was to have this observer going about the turret and make it act as a camera... I think that making the turret move in a controled position would be better than just having it sit there is just spin around... dry.gif
Report, edit, etc...Posted by LurkerEgg on 2005-12-27 at 00:41:56
You could make a bunch of units in an invisible area fire (intentional sprite-maxing)
Report, edit, etc...Posted by Joshgt2 on 2005-12-27 at 00:46:08
So how is the invisable fight going to work... I would think that making a sprite would only... I figured it out... Let me show you...
CODE
* = Enemy
# = Turret

* - -
- - - \ - - - - - #
- - - - *


The set the units to invinsible and uninvinsible so that the turret will move back and worth to each unit befor the turret has a chance to attack.
Report, edit, etc...Posted by Urmom(U) on 2005-12-27 at 16:32:25
Try making them invicible for a very short period of time and then setting them to being invincible. Make sure you make the wait long enough so that the turret goes to attack it but not long enough to shoot. BTW, I haven't tested this theory.
Report, edit, etc...Posted by re_casper on 2005-12-28 at 13:50:04
you can always lock it... as in cannon locked... you know...
Report, edit, etc...Posted by Joshgt2 on 2005-12-28 at 17:30:15
Actually I don't know... can yu explain please?
Report, edit, etc...Posted by re_casper on 2005-12-30 at 14:34:00
uhh... in cannon def, if there are enough cannons, the cannons start to not attack, but... w/e
Report, edit, etc...Posted by Zeratul_101 on 2005-12-30 at 16:23:54
um, thats just sprite maxing
Report, edit, etc...Posted by Joshgt2 on 2005-12-30 at 17:30:17
You see... I can't have sprites... I need the turrets to also be able to attack when I need them to but now when I want them to...
Report, edit, etc...Posted by Zeratul_101 on 2006-01-02 at 16:23:05
theoriitically, you could have two valkyrie armies duking it out somewhere off screen and time their alliance status they use up all the sprites when you don't want the turret to shoot and vice versa. although if your fighters are ranged units, this would definitely mess them up, the effect isn't so bad on melee units if it effects them at all
Report, edit, etc...Posted by Joshgt2 on 2006-01-02 at 17:10:45
The thing that sucks is the fact that the turrets just can't turn to the enemy until it got in range. Almost like it has it's eye on the target until the enemy gets one step closer and there you go... but noooo it can't be that simple... I am going to scrap this... The timing is hard to make and plus it doesn't even look look in gameplay.

~closed~
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