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defenses fire at each other [message #466586] Tue, 24 April 2012 16:27 Go to next message
robbyke is currently offline  robbyke
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i remade JFW_Base_Defence

and i works perfect however (using a guardtower and a turret) i added that it shouldnt attack if their target has no moveable physics.
but stil the guardtower and turret attack eachother

the code wich i forgot :
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[Updated on: Wed, 25 April 2012 00:50]

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Re: defenses fire at each other [message #466601 is a reply to message #466586] Tue, 24 April 2012 21:36 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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this is very exciting news

liquidv2
Re: defenses fire at each other [message #466602 is a reply to message #466586] Tue, 24 April 2012 21:41 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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oh; are you actually asking for help with getting the turrets to stop attacking the guard towers? i thought you were just letting us know of the great news

liquidv2
Re: defenses fire at each other [message #466609 is a reply to message #466586] Wed, 25 April 2012 00:42 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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oh wow i thought you were smarter then that i almost do nothing else then ask help here Wink nice you noticed

i forgot to add the code


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[Updated on: Wed, 25 April 2012 00:51]

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Re: defenses fire at each other [message #466610 is a reply to message #466586] Wed, 25 April 2012 03:43 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Well that's hardly surprising since guard towers and turrets are actually vehicles (albeit stationary) and thus DO have movable physics Rocked Over

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[Updated on: Wed, 25 April 2012 03:43]

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Re: defenses fire at each other [message #466611 is a reply to message #466586] Wed, 25 April 2012 03:46 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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actually, no, I suspect the objects in question have physics of type DecorationPhys which means they dont move.


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Re: defenses fire at each other [message #466613 is a reply to message #466586] Wed, 25 April 2012 04:50 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Really? I thought all vehicles derives from MovablePhys. Learn something new every day Smile

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[Updated on: Wed, 25 April 2012 04:51]

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Re: defenses fire at each other [message #466614 is a reply to message #466586] Wed, 25 April 2012 05:04 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Nope, vehicles dont have to be moveable physics.
The rule is (at least after various fixes made in 4.0) that if you can select it from the physics type dropdown, it can be used.

So soldiers can only use HumanPhys (for example)


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Re: defenses fire at each other [message #466620 is a reply to message #466601] Wed, 25 April 2012 06:11 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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liquidv2 wrote on Tue, 24 April 2012 21:36

this is very exciting news

he's gonna hack the matrix man


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Re: defenses fire at each other [message #466628 is a reply to message #466611] Wed, 25 April 2012 07:21 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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danpaul88 wrote on Wed, 25 April 2012 12:43

Well that's hardly surprising since guard towers and turrets are actually vehicles (albeit stationary) and thus DO have movable physics Rocked Over


jonwil wrote on Wed, 25 April 2012 12:46

actually, no, I suspect the objects in question have physics of type DecorationPhys which means they dont move.



leveledit states they are decorationphys,
i just wonder now though how can i test if the target is a stationary defence?



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Re: defenses fire at each other [message #466629 is a reply to message #466586] Wed, 25 April 2012 07:27 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Try
if (Get_Vehicle_Mode(obj) == VEHICLE_TYPE_TURRET)
{
//blah
}

You will need to #include "VehicleGameObjDef.h"


Jonathan Wilson aka Jonwil
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Re: defenses fire at each other [message #466634 is a reply to message #466586] Wed, 25 April 2012 08:19 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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stil the same

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Re: defenses fire at each other [message #466687 is a reply to message #466634] Thu, 26 April 2012 05:49 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Please make sure of the following:
1. You don't have two defense scripts on the turret do you? (keep in mind some presets have base defense scripts on them by default).
2. Your not placing this script on the agt guns or something like that.
3. The scripts are for sure being updated in the Renegade folder.


Re: defenses fire at each other [message #466697 is a reply to message #466586] Thu, 26 April 2012 08:42 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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i thought about scripts already present ar first to but i removed all present scripts on the objects.

i dont get what you mean with the third one


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Re: defenses fire at each other [message #466780 is a reply to message #466697] Fri, 27 April 2012 21:19 Go to previous message
Jerad2142 is currently offline  Jerad2142
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I have my scripts export directly to ren's folder on compile, as a result there are times where another program will be using scripts (Level editor or game.exe) which prevents the update from compiling and thus to last compiled version remains.

I'm only tossing these ideas out because I don't see any other reason why the turrets would keep attacking each other.


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