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making turrets destroyable by team [message #485204] Fri, 10 January 2014 14:30 Go to next message
Stallion is currently offline  Stallion
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I was wondering if there's a way to have a turret able to be destroyed by your own team.

I'm making deployable turrets and if possible I want them so they're solid, but then I run into the age old problem of what happens if some noob places it in the way of the harvester or blocks a door...

This is a map mod only, not server side and I don't know enough about making my own scripts to even compile... Level editor is the preferred way.


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[Updated on: Fri, 10 January 2014 14:32]

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Re: making turrets destroyable by team [message #485217 is a reply to message #485204] Sat, 11 January 2014 08:16 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Only easy way I know of is to make them neutral but then they'd either attack both teams or neither depending on the scripts you use.

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Re: making turrets destroyable by team [message #485220 is a reply to message #485217] Sat, 11 January 2014 09:35 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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danpaul88 wrote on Sat, 11 January 2014 08:16

Only easy way I know of is to make them neutral but then they'd either attack both teams or neither depending on the scripts you use.


bored much? Razz I thought of that, but for the reasons you put I'm still here asking.

Is there a way to have it still be useful by the team yet able to be destroyed by the team? (i.e. a script perhaps?)

How do servers deal with badly placed turrets?


Level edit is my play ground

[Updated on: Sat, 11 January 2014 09:36]

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Re: making turrets destroyable by team [message #485221 is a reply to message #485204] Sat, 11 January 2014 11:23 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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	if (Get_Object_Type(damager) == Get_Object_Type(obj))
	{
		if (damage > 0.0f)
		{
			Commands->Apply_Damage(obj, damage,"Explosive",damager);
		}
	}


Something like this would apply the damage of the shooter to the turret if the team were the same. This way you can team the turret to GDI but still damage it but it would still only attack Nod.

Just an idea :/


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Re: making turrets destroyable by team [message #485223 is a reply to message #485204] Sat, 11 January 2014 12:49 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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I don't mind having it damageable by both teams if it comes to that (if that's what your talking about), but I have no idea how to put that into what I'm doing.

Level edit is my play ground
Re: making turrets destroyable by team [message #485231 is a reply to message #485221] Sat, 11 January 2014 17:55 Go to previous message
danpaul88 is currently offline  danpaul88
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zunnie wrote on Sat, 11 January 2014 18:23

	if (Get_Object_Type(damager) == Get_Object_Type(obj))
	{
		if (damage > 0.0f)
		{
			Commands->Apply_Damage(obj, damage,"Explosive",damager);
		}
	}


Something like this would apply the damage of the shooter to the turret if the team were the same. This way you can team the turret to GDI but still damage it but it would still only attack Nod.

Just an idea :/


Pretty sure damage is calculated before it calls scripts so the value would be zero.... so that wouldn't work anyway.


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