REDJOHNNYMIKE Posted March 23, 2006 Share Posted March 23, 2006 I'm trying to place defense turrets in a security checkpoint. I want them to hang upside down from the ceiling. I'm pretty sure all turrets are classified as character/creature. No matter what I set the height to I can't suspend it in the air. No matter what I set the Y orientation to it snaps back to level. I think that particular classification just doesn't allow suspended objects (probably to keep npcs on the ground) so is there an alternative way of doing this? Link to comment Share on other sites More sharing options...
oldflash Posted March 23, 2006 Share Posted March 23, 2006 I'm trying to place defense turrets in a security checkpoint. I want them to hang upside down from the ceiling. I'm pretty sure all turrets are classified as character/creature. No matter what I set the height to I can't suspend it in the air. No matter what I set the Y orientation to it snaps back to level. I think that particular classification just doesn't allow suspended objects (probably to keep npcs on the ground) so is there an alternative way of doing this? How do you insert that turrets? In module editor or via scripts? Link to comment Share on other sites More sharing options...
rictus135 Posted March 23, 2006 Share Posted March 23, 2006 The Z orientation affects height doesn't it? Not Y. Link to comment Share on other sites More sharing options...
RedHawke Posted March 23, 2006 Share Posted March 23, 2006 Unfortunately I believe Turrets will snap to the walkmesh just like a Droid or NPC would... I don't know if you can hang them upside down either. Cool idea though. Link to comment Share on other sites More sharing options...
stoffe Posted March 23, 2006 Share Posted March 23, 2006 I'm trying to place defense turrets in a security checkpoint. I want them to hang upside down from the ceiling. No matter what I set the height to I can't suspend it in the air. No matter what I set the Y orientation to it snaps back to level. I think that particular classification just doesn't allow suspended objects (probably to keep npcs on the ground) so is there an alternative way of doing this? The Z-coordinate (elevation) of creatures is always locked to the walkmesh in the game, there is nothing to do about this. Also, creatures cannot be rotated/tilted vertically. Only placeables can be placed freely. There are a few walkarounds, though I'm not good enough at modelling for KotOR to know if they are possible: You could take the model of a turret creature convert it to be used as a placeable instead. That way you could position and rotate it as you wish. It cannot move around as a placeable, but that shouldn't be any problem for a stationary turret anyway. If you need it to be able to attack you'll have to give it a script that casts a "spell"/force power that shoots a projectile/rocket/bolt from it. You could edit the model of the turret creature in 3dmax/gmax to rotate it to be upside down and lift it above the AuroraBase high enough to touch the ceiling of your area. That would make it seem to hover above the ground, like the "flying" creatures in the game do. (Though the player or other creatures wouldn't be able to walk underneath it since it still technically is standing on the floor even if the visible model is near the ceiling.) Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted March 24, 2006 Author Share Posted March 24, 2006 I would't have time to do that other stuff, so is there some way to "unsnap"? Don't say it's all hardcoded or somebody gets hurt:lol: Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted March 24, 2006 Share Posted March 24, 2006 Hardcoded Not into the engine though, once we can make new walkmeshes/modules you'll be able to do this sort of thing. Link to comment Share on other sites More sharing options...
oldflash Posted March 24, 2006 Share Posted March 24, 2006 I would't have time to do that other stuff, so is there some way to "unsnap"? Don't say it's all hardcoded or somebody gets hurt:lol: It's not so hard to edit placeables.2da and add a new row. Link to comment Share on other sites More sharing options...
Darkkender Posted March 24, 2006 Share Posted March 24, 2006 I would take Stoffe's advise about changing the creature model in 3dsmax or gmax. If they're creature's then once they are dead you'll be able to move past them. Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted March 25, 2006 Author Share Posted March 25, 2006 Well, I definitely can't do the second option because half the reason for putting them up there is to get them out of the way and make room for future features (the other half being that it would just looks cool) So how do I convert the model to a placeable? What would I edit into the .2da? And how do I make that script (could you just give me really good hints, I've gotta do some eventually;)) I was using the smaller turret, but if it can't aim at targets as a placeable it would look stupid, I think I'll base it off the remote instead. Link to comment Share on other sites More sharing options...
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