Freedom Reborn

Freedom Force Forums => Mods => Topic started by: BentonGrey on May 15, 2012, 05:40:52 AM

Title: Turret Troubles
Post by: BentonGrey on May 15, 2012, 05:40:52 AM
Howdy guys, I'm working on a mission for my Marvel mod, and I'm having some trouble with turrets that I've got set up.  I've pretty much got the exact same thing as the FFX green turrets, but they keep moving around.  Does anyone know what the formula is to get a turret to be stationary?
Title: Re: Turret Troubles
Post by: rfreixo on May 15, 2012, 06:32:25 AM
Hey, I think I know that one!
On the template tab, you have to set the turretUseLOS attribute to 1.
Title: Re: Turret Troubles
Post by: BentonGrey on January 22, 2013, 12:17:19 AM
Thanks for the response  rfreixo!  I tried that, but they are still moving.  I'm not quite sure what to do.
Title: Re: Turret Troubles
Post by: Epimethee on January 22, 2013, 02:30:57 AM
Could the issue possibly be related to the M25 AI generated for the template? If you copy the FFX Turret template to create a new entry, does the new turret exhibit the moving behaviour?

The solution would then be to... err... hmm, I' m really rusty.
Title: Re: Turret Troubles
Post by: DrMike2000 on January 22, 2013, 06:43:14 AM
You've got my rusty gears grinding here, Benton...

You could try setting them to be unable to move over any terrain in the character tab of FFEdit, I think. Thats the list of materials on the middle right of the Character tab(?)  Make sure they have empty voices if you do this, or they'll verbally express their frustration at you.

Have you given them the turret AI? That might be part of it.

Otherwise, a quick Trigger_Lock(turretname) script command will do the trick I think, no idea how easy that is to do in EZScript.
Title: Re: Turret Troubles
Post by: BentonGrey on January 23, 2013, 02:49:24 AM
Man, thanks for the response Dr. Mike!

I'm afraid that it seems the FF2 editor doesn't have seem to have the materials list.  How would I go about doing the script?  I'm afraid that I am completely script illiterate!
Title: Re: Turret Troubles
Post by: mac402 on August 25, 2014, 06:42:16 PM
I was having the same problem with turrets and have found this topic already existing. I want to share a solution I've used. The way I fixed this is with adding an attribute 'stationary'. Then in ffx.py script file adding the line for it:


def initstationary(char,update=0):
    Trigger_Move(char,'lock')


Now any turret character or immobile character like say the Master Mold can have stationary attribute added and it prevents him from moving. :)
Title: Re: Turret Troubles
Post by: Epimethee on August 26, 2014, 04:09:04 AM
Nice solution, Mac402. :)