Turret Tutorial

Post » Sun May 30, 2010 10:52 pm

I'd like to ask for a tutorial detailing all of the functions of the turrets,in short I'm asking for an ``All you need to know when you're modding turrerts′′ guide.More specificaly I need to know the next things:

-How do I link two or more turrets to a terminal?
-How do I make the turrets player friendly?
-Why they seem to be ``floating′′ in the air?Note:I'm NOT using ceiling turrets.
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Joie Perez
 
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Post » Mon May 31, 2010 12:02 am

Hi there :).

1. To link two or more turrets to a terminal, you'll have to assign a "reference" to the turret (double click on turret, top box), and mark the box "persistant reference" (lower area checkboxes). Then, as you open the terminal, you can use REF.setUnconscious 1 and that will disable the turret at the script box.
2. To make the turret player friendly, either set their aggression below Very Agressive, or go to the factions screen and add PlayerFaction as a faction (I recommend the first).
3. Make sure you're using turrets that don't say "Ceiling" (Creatures > Robots > SentryTurret), and press F to drop them to the ground or use Z and drag them.

Hope this helps :)
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Emmi Coolahan
 
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Post » Sun May 30, 2010 11:42 pm

1-So that's how.Thanks!

2-I set them to player faction already but that didn't do the trick,I'll try to lower the aggro,thanks again.

3-I'm pretty sure I'm using the right sort of turrets and they look fine in GECK but in-game they're always foating a bit...
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Chenae Butler
 
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Joined: Sat Feb 17, 2007 3:54 pm

Post » Sun May 30, 2010 11:28 pm

to point 2- that will work 100% things set to unagressive never, ever initiate combat, though depending they might return fire if fired upon (for example, enclave eyebots in FO3 were unagressive, so are pack brahmin in FO:NV)

The only slight issue there is that it works for setting turrets to not attack the player but they also won't attack anyone else then, they just don't attack. Finding a way to get them into the player's faction is the superior option, or you can apparently just set who the turret faction's enemy is and reset the AI and apparently everything is hunky-dory (see example from HV bunker below).


Also, here's how the game does it to turn off a turret:

ref myLink
set myLink to getLinkedRef
myLink.stopCombat
myLink.setUnconscious 1


This may help your targeting issue, this is the entirety of the code to make the BoS turrets target the brothers in the base, and not you:

; Make the turrets turn on the Brothers
SetEnemy BrotherhoodTurretFaction BrotherhoodSteelFaction

; Reset turret AI so they don't attack the player if they
; had targeted him/her before
HVTurret01REF.resetAI
HVTurret02REF.resetAI
HVTurret03REF.resetAI
HVTurret04REF.resetAI
HVTurret05REF.resetAI


I can give you more examples if that doesn't help.
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Dalia
 
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Joined: Mon Oct 23, 2006 12:29 pm

Post » Mon May 31, 2010 9:13 am

Nah,it wasn't the aggro or the faction.Is was just that I accidentaly was using a hostile turret as base,I got them to be friendly already but still I don't manage to get them linked to the same terminal....

EDIT:Isn't there some video tutorial on proggraming turrets?I learn better by assimilating someone else actions than reading about them.
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Bereket Fekadu
 
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Joined: Thu Jul 12, 2007 10:41 pm

Post » Sun May 30, 2010 9:12 pm

Solve the issue already.It was something realted to a ``chain script′′ of sorts that my turrets didn't had.
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Lynette Wilson
 
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Joined: Fri Jul 14, 2006 4:20 pm

Post » Mon May 31, 2010 6:37 am

Nah,it wasn't the aggro or the faction.Is was just that I accidentaly was using a hostile turret as base,I got them to be friendly already but still I don't manage to get them linked to the same terminal....

EDIT:Isn't there some video tutorial on proggraming turrets?I learn better by assimilating someone else actions than reading about them.

Rarely will you find a topic specific tutorial. Most of modding is taking concepts and adapting them to our needs.
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Susan Elizabeth
 
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Joined: Sat Oct 21, 2006 4:35 pm


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