 , or B, sunk 100 miles below the level where I could not even get to it using FlyCam.  Please help!   ChIck3n
 , or B, sunk 100 miles below the level where I could not even get to it using FlyCam.  Please help!   ChIck3nFlying Covanent turret
Flying Covanent turret
Hi, I was wondering if anyone knew how to make a turret fly (or even move).  I have seen this in a few MP maps, but when I tried to do it myself,  either A, the turret bounced around the map faster than the speed of light  , or B, sunk 100 miles below the level where I could not even get to it using FlyCam.  Please help!   ChIck3n
 , or B, sunk 100 miles below the level where I could not even get to it using FlyCam.  Please help!   ChIck3n
			
			
									
									
						 , or B, sunk 100 miles below the level where I could not even get to it using FlyCam.  Please help!   ChIck3n
 , or B, sunk 100 miles below the level where I could not even get to it using FlyCam.  Please help!   ChIck3n- Spartan1337
- Readers Club
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- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
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i would say swap the physics not the models.DeadHamster wrote:You cant, Gearbox made it so that the turrets dont move, at all, no matter what you do. You could swap the model of a banshee with the seat, that might work.
I've tried this for quite a while before I read about the turrets. Needless to say I was a bit upset, sorry if this caused the same effect.
DeadHamster wrote:You cant, Gearbox made it so that the turrets dont move, at all, no matter what you do. You could swap the model of a banshee with the seat, that might work.
I've tried this for quite a while before I read about the turrets. Needless to say I was a bit upset, sorry if this caused the same effect.
Would this be visible to someone without the modded map in multiplayer? Because I have seen driveable turrets in MP and driven them myself using an unmodded map.
- Mr.Brightside
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- Location: Pensacola, Florida.
Hamster, for once tbh your wrong. heh, I must correct you. =p
You decrease the weight of the vehicle, and then you make it shoot something with force added to the weapon's trigger. then, change the vehicle type in HMT to a pelican..
			
			
									
									You decrease the weight of the vehicle, and then you make it shoot something with force added to the weapon's trigger. then, change the vehicle type in HMT to a pelican..

But I still hear the deafening drums of war onward every twisted spoke
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
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Thanks, but I am sort of a noob when it comes to things like this.  Wouldent this just make you fly backwards when you shoot?  What I would like them to do is fly just like pelicans.  This video sort of shows what I want: http://www.zippyvideos.com/120383833249 ... urret_mod/
Controllable, agile flying turrets. I'm sorry if I misunderstood you. I tried changing type to pelican, and reducing the weight, but I can't find how to add force to the weapons trigger. I even swapped the physics meta of a PMId pelican with that of the turret, it only made the turret sink halfway into the ground .   Thanks, ChIck3n
 .   Thanks, ChIck3n
			
			
									
									
						Controllable, agile flying turrets. I'm sorry if I misunderstood you. I tried changing type to pelican, and reducing the weight, but I can't find how to add force to the weapons trigger. I even swapped the physics meta of a PMId pelican with that of the turret, it only made the turret sink halfway into the ground
 .   Thanks, ChIck3n
 .   Thanks, ChIck3n- Mr.Brightside
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Dude, the projectile doesn't propell it, lmao. the vehicle's controls do.
Don't try to argue or question what i said. It works.
Go into the damage tag called C_turret bolt\trigger or something like that, and edit the force. all it does is get it off the ground.
			
			
									
									Don't try to argue or question what i said. It works.
Go into the damage tag called C_turret bolt\trigger or something like that, and edit the force. all it does is get it off the ground.

But I still hear the deafening drums of war onward every twisted spoke
Im not trying to argue with you, I just misunderstood you.  The only tag in damage for the turret is c gun turret\mp bolt.  When I edit the force in that one it only makes the things I shoot fly away.  There are a ton of options for that tag, but that is the only force i could find (right above Damage Modifiers).  I see a \trigger for all the other vehicles, but not the turret.
			
			
									
									
						- Mr.Brightside
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- Location: Pensacola, Florida.
k, then download HHT, then swap it with a projectile that has a trigger, such as the needle from the needler, or another weapon that is hardly ever on bloodgulch. then edit the force.ChIck3n wrote:Im not trying to argue with you, I just misunderstood you. The only tag in damage for the turret is c gun turret\mp bolt. When I edit the force in that one it only makes the things I shoot fly away. There are a ton of options for that tag, but that is the only force i could find (right above Damage Modifiers). I see a \trigger for all the other vehicles, but not the turret.

But I still hear the deafening drums of war onward every twisted spoke
Well, I swapped it with the needler projectile (and edited the needler trigger), but whenever I change type to pelican it does not show up in the map.  Is all I need to do change the radio button from turret to pelican?  I decreased the weight to like 4000.   Also, what does the force on the trigger do?  I added force to the ghosts trigger and it did nothing.  Im sorry to complicate things like this  
			
			
									
									
						
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
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- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
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Um, I found the turret.  It is floating WAAAAYYY above the map, out of reach of anything.  I guess this was just the weight I put on it (5).  On 50000 weight it is in normal place (any ideas on what the "perfect weight" should be?).  But now that I swapped the weapon meta (with a needler) it will not shoot at all.
			
			
									
									
						- Cryticfarm
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