Placing ceiling turrets

Post » Sat May 28, 2011 9:46 am

Is it possible that it's so that, if you shoot it, it has the possibility of falling and looking more.... fally... in the process, instead of sorta being an exploded hulk which remains super-glued to the ceiling?

Just theorizing here, have not seen it.

Nods I agree with the possibilities, but I have never seen the effect work well in-game if thats the case. I honestly can't fathom the reason. I have not seen turrets in the game in any other configuration than Normally mounted on ceilings or ground doing the same things they did in Fallout3... I mean a turret is a huge metal machine that is hard-mounted to a surface and can only rotate - it makes less sense that they would want it to bounce around like a ball...

Yet this Must be a feature if someone found collision objects beneath the turrets to hold them up (I can't find these in Vault 11 turrets btw, but my GECK isn't rendering much of the content in Vault 11 so its hard to say). Still assuming these exist, it means somehow the collision barrier held the turret in place even though its barrel moves around (and through the collision plane below it) to hit targets - so the barrel must not have collision or it would cause the turret to shake and rattle as Havok tries to figure it out (like when a corpse gets half-stuck in the ground and flails around each frame as Havok tries to resolve the situation). I don't see any wobble, its like there are no collision planes at all (or the turret barrel has no collision).

Either way, its very strange and not intuitive - we would need a clue from the Devs. :)
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Enny Labinjo
 
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Post » Sat May 28, 2011 4:54 am

My guess would be some sort of weird brainchild where turrets get attached to something that moves. Which never worked out in reality, so it was quietly dropped - but the change to the turrets got left in. Not to say that it wasn't an accidental change - but given that they've added these tiny collision markers everywhere to hold them in place means that the change was intentional, or not possible to reverse. So I'm sure there was some reason for it - and it is probably a feature that never made the cut and we'll never hear about.
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Susan
 
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Post » Sat May 28, 2011 4:09 am

I can't seem to get the hang of placing a ceiling turret. I've tried placing the base inside of a collision marker, etc...

Can anyone help me out? My ceiling turrets keep falling.

Use longer bolts, maybe? :shrug:

If the devs made the change to the turrets that resulted in having to take an extra step to place them, obviously there was a reason.
If the change was the result of benign tinkering, it seems (to me, at least) easier to just undo the change, rather than have to use a "hack" to work around it.

I'm pretty curious about why this was done, if for nothing more than just finding out what sort of tricks they intend(ed) the new turrets to perform.
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josie treuberg
 
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Post » Sat May 28, 2011 2:10 pm

Use longer bolts, maybe? :shrug:

If the devs made the change to the turrets that resulted in having to take an extra step to place them, obviously there was a reason.
If the change was the result of benign tinkering, it seems (to me, at least) easier to just undo the change, rather than have to use a "hack" to work around it.

I'm pretty curious about why this was done, if for nothing more than just finding out what sort of tricks they intend(ed) the new turrets to perform.


Exactly.

It seems kinda clear to me though. I mean, let's look at what one could have wanted out of this.

This change applies to -falling- so, I think we should be thinking here, that's ... what ... it was hoped to do, at some point, in-game.

What if you could shoot turrets and, they were to become dislodged from the ceiling. I mean, it's not like turrets are connected to the ceiling by magic, right? those are bolts and nuts and such, and you did just shoot the heck out of it. So maybe it falls down. Maybe it is still able to shoot while it is on the floor, or maybe its dead. Maybe it falling down to the ground upon 'death' or upon a certain damage threshold has to be scripted. Who knows. But this thing is all about falling turrets.
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Javier Borjas
 
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Post » Sat May 28, 2011 4:19 pm

Hi!

I have to revive this threat because I still am not able to place a ceiling turret proberly.

There's several turrets I checked to see how I could do it - those were the ones in the HELIOS tower and also the ones in the one radiated vault with all those ghouls (I think V34).
I tried to place collision markers, but the turret fell right trough.

Then I tried what was done in the helios tower, to use this "fakewallpiece" and put the turret partly inside. Still falls.

Can I somehow turn off the gravity for turrets?

best regards,
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Emma Copeland
 
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Post » Sat May 28, 2011 1:57 pm

First of all, -10 Internetz to each of you for the arguing and trolling..don't MAKE me pull this Forum over and break out the wet noodles! ;)

Second, to pintocat...remember, a collision plane can be very very small...just make a tiny little one and stick it right under the middle of the turrets head section and see if that will keep it from falling...Im not sure, but I think a collision plane that is too big would tend to block its shooting and movement, but Im hoping a tiny one would work ok.

On the other hand, you could place a static turret (custom model needed) of a BALL turret using energy weapons...think of those dark colored security camera domes on the ceilings of supermarkets...you dont see the camera (gun), but its inside and free to rotate.

Then all you have to do is spawn a projectile somewhere at the tip of the curvature of the dome and shoot it at the player.

I say lasers for this, or plasma, because they would make more sense than an invisible gun.

The same setup, with a 'seam' down the center, and an open/close animation could be used to drop bombs onto the player...or creatures..or green slime... :)

Let me know what you figure out, because I need this too!
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Josee Leach
 
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Post » Sat May 28, 2011 4:07 am

Looks like the Vault34 turrets do indeed rest on tiny 2x2 collision markers. [...] And I HAD tried looking in the geck but with the render window being jacked up half the time I couldn't see anything.


Fun thread. For render window issues, do you mean http://www.gamesas.com/index.php?/topic/1148040-how-to-fix-lighting-havok-and-rendering-issues/? If you haven't set multibounds to zero as described there, it may be an easy solution.
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Anthony Santillan
 
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