tZorks Turrets
Yeh i should have starteda new topic sooner. silly me. Anyways, i compiled some info. on the current stange and plans on thise things. As always ideas, sugenstions and help is welcome =)
- general info -
For some time now i have been working on system for automated weapon platforms in nexuiz. At first i only planed to do a simple "point at traget and shoot electro blast" turret, but i saw a potential in expanding it to a weaponsystem instead, and i did. At the time of writing This system can do turrets in any gamemode and map, including obaying teamplay. It has support for player movement prediction to hit even with slow projectiles and uses code to acctualy turn the head of the turret to face a target (at a limited speed) before it can fire. Smart targetselection systems, volly control and ammo tracking are just some of the other things allready implemented. Cuting down on the buzzwords this means adding turret types is most of teh time as simple as desiging the models, dreaming up teh acctual gun and coding a gun handler, standard code will do the rest.
Currently implemented turret types:
* turret_plasma - electro-like, with enemy movement prediction
* turret_gauss - railgun turret. *yoda* hrmm dead you are yes.
* turret_mlrs - your basic unguided multibay rocketlauncher.
* turret_pointdefese - shoots your rockets down with flacfire.
* turret_hellion - FAF guided mlrs system. very deadly.
Plus thise support units:
* turret_fusionreactor - Pums more juice into anyting its targeted at, primarely plasma turrrets. can turn a slugish plasma cannon into a nightmare. destroyable. working state, but needs some more work.
* turret_targetcomputer - optimizes targetting of multiple turrets by making sure they dont fire on the same target. not working yet.Additional
planned/consedering:
* turret_mortar - greneagelanucher with an attitude
* turret_minigun - uzi on sterioids
* turret_cannon - balistic cannon
* turret_medic - heal friendlys
* turret_fry - lightningun
Planned support units:
* servobooster - make turrets turn (am) faster
* repairbots - heal damaged turrets
* equivalent of fusionreactor for other ammo types
Maping info
Each individual turret can be configued in raidant (or a .ent file) in a very deitald fassion (if you like, or just use the default).
The primary things you can set is:
* shot: speed, damage. force, radius, refire, volly
* aim (head turning): speed(dgr/sec), max rotation/pitch, max ofs. for fiering.
* range: targeting, fireing, optimal, minimum
* ammo: start ammo, ammo recharge/sec
* targeting bias: range, angle, old target
- Techical modeling info -
Currently the turrets are separated into:
* base model, the imobile part
* head model, rotates to face the target
* badge model, pice(es) of the turret that will indicate ammo & team (by procedural coloring)
* gunmodel(s) take a guess
The simplest way to model one is to model it all, then separate teh parts and export them one by one (keeping the same relative origin. If a turret need multiple barrels you need to a: export them the needed number of times as diffrent models or b: note down theoffset for each (gun) position relative to the head's '0 0 0'
fusionreactor and targetcomputer are just single meshes (sofar, they proly need badges too)
And some screenies of the current ones on action :]
