Turret problems!

Post » Thu Mar 18, 2010 12:50 pm

I have a couple of turrets that I want to control from a single terminal. I have set one turret as the 'activate parent' of the other, and linked that turret to the terminal. The parent deactivates as required, but the 'child' doesn't. What am I doing wrong? Both the turrets and the terminal have persistent references, if that helps.

Also: both of these turrets are flagged red as enemies, but neither of them actually does anything. They are both based on the standard 'CrTurret03'. Anyone have any ideas why they're not working?
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jess hughes
 
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Post » Thu Mar 18, 2010 5:19 am

The terminal does not control the turrets 'enable' state. It controls the turrets conscious state, and its only set up to control one turret.

You will have to change the result script in the terminal's menu selection if you want to control more than one turret.

Their aggressiveness is dependant on how you set up the Stats, Factions and AI packages.
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Jeffrey Lawson
 
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Post » Thu Mar 18, 2010 8:56 am

The terminal does not control the turrets 'enable' state. It controls the turrets conscious state, and its only set up to control one turret.

You will have to change the result script in the terminal's menu selection if you want to control more than one turret.

Their aggressiveness is dependant on how you set up the Stats, Factions and AI packages.


Thanks. I've got the terminal working now. The turrets belong to a new faction I've created which has playerfaction marked as 'enemy', yet they won't attack me even when set as 'very aggressive'. Is there something else that needs to be set re. the faction?
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Rob Davidson
 
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Post » Thu Mar 18, 2010 8:25 am

Why change the turret faction at all if you want them to be aggressive? The default 'turret' faction will attack the player.
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butterfly
 
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Post » Thu Mar 18, 2010 1:43 pm

Why change the turret faction at all if you want them to be aggressive? The default 'turret' faction will attack the player.

Ah well, you must realise I'm still at the 'level building' stage for this part of my quest - its not even navmeshed yet. Ultimately the level will be populated with some special Talon mercs who will, in the right circumstances, be friendly to the player, hence the need for a new 'sort-of-friendly-Talon' faction. At the moment though, the guns should be hostile - and they are as far as the compass is concerned - but they just won't attack.
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Mario Alcantar
 
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Post » Thu Mar 18, 2010 9:43 am

This is getting weird now! If I just add in a CrTurret03, it attacks me. But if I change my turret to use all the base elements of CrTurret03, it still fails to attack me. As far as I can see, my turret is identical in every respect to CrTurret03 except the name, yet it doesn't work!

Help, please! :banghead:
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tegan fiamengo
 
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Post » Thu Mar 18, 2010 6:20 am

Well, they can't be identical because you would have just used the CrTurret03 right? So something must be different,like the factions or AI packages or something. So make a copy of the CrTurret03 and place it in your game. Then go one-by-one and make the changes that turn it into your Turret and check it in game to see which change causes it to stop attacking. Without looking at it, I can only guess, but I'd put my money on some interfaction relationship from the factions you added, perhaps combined with the aggro radius behavior or AI packages. Perhaps placing a little navmesh around the area might help. :shrug:
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Jordyn Youngman
 
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Post » Thu Mar 18, 2010 5:07 am

Or you have the script on your turret that 'turns it off initially' and the other turret does not have that script. It could be any number of things that are different between the two turrets.
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Angelina Mayo
 
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Post » Thu Mar 18, 2010 4:00 pm

Well, they can't be identical because you would have just used the CrTurret03 right? So something must be different,like the factions or AI packages or something. So make a copy of the CrTurret03 and place it in your game. Then go one-by-one and make the changes that turn it into your Turret and check it in game to see which change causes it to stop attacking. Without looking at it, I can only guess, but I'd put my money on some interfaction relationship from the factions you added, perhaps combined with the aggro radius behavior or AI packages. Perhaps placing a little navmesh around the area might help. :shrug:


That's basically what I did. I removed my turret type completely and re-created it with all of the base CrTurret03 options ticked. That turret worked fine, so I then changed its faction to my new faction and - it worked! Given that's what I did in the first place, I have no idea what the problem was, but one thing I have learnt about this GECK is that it is very finicky, so I'm just going to be glad it's actually working and not wonder why!
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Lavender Brown
 
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