Placing ceiling turrets

Post » Sat May 28, 2011 5:24 pm

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.
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Ownie Zuliana
 
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Post » Sat May 28, 2011 8:54 am

They never did that in FO3, and in fact the main problem with them was that they had a tendency to not be able to turn/move/animate if you had any part of them inside collision. I placed like ~100 or more ceiling turrets for one of my mods and never, once saw them "falling" (you could have them floating halfway through the ceiling or just in the middle of the air and nothing) so it must be a bug with the new GECK or something idk.
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Laura Samson
 
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Post » Sat May 28, 2011 8:34 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.


They never did that in FO3, and in fact the main problem with them was that they had a tendency to not be able to turn/move/animate if you had any part of them inside collision. I placed like ~100 or more ceiling turrets for one of my mods and never, once saw them "falling" (you could have them floating halfway through the ceiling or just in the middle of the air and nothing) so it must be a bug with the new GECK or something idk.


Neither of you are understanding what they are -> they are creatures and they DO NOT defy gravity their root needs to be sitting on some type of collision so if you want them hanging high up you have to place an invisible collision plane under them so they do not fall and if you want them to not get pushed up into the roof you have to make sure your area has the clearance thats required by their animations to not have that occur, this is a situation where you absolutely much obey the uses that beth did (as that is how they got animated to function !) and if not you have to make special setups to compensate.
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abi
 
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Post » Sat May 28, 2011 5:28 am

You have no idea what you're talking about.
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Red Sauce
 
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Post » Sat May 28, 2011 1:39 pm

You have no idea what you're talking about.



SaidenStorm has no idea what he's talking about?

Now, never you mind that this guy (I assume SS is a guy, anyhow) animated ghouls to attack you while crawling around on the ground, and has probably only been trumped in experience with making creatures work by the likes of Mart and the FOOK team... but just on the BASIS of saying that, I have to wonder if -you- know what you're talking about.

I mean, really... didn't you just say that -you- didn't know how they work? How then can you judge whether or not the solution offered to you is right or wrong? Especially when considering that the person you're accusing of not knowing what he's talking about probably knows twice as much as your average Joe when it comes to this kind of thing.


Really, now, I'm going to give this a shot. I want to know for sure...

I'll let you folks know how it goes.
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Cheville Thompson
 
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Post » Sat May 28, 2011 5:32 am

I bet you think very highly of Peter Molyneux or Randy Pitchford.
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lucy chadwick
 
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Post » Sat May 28, 2011 11:51 am

SaidenStorm has no idea what he's talking about?

Now, never you mind that this guy (I assume SS is a guy, anyhow) animated ghouls to attack you while crawling around on the ground, and has probably only been trumped in experience with making creatures work by the likes of Mart and the FOOK team... but just on the BASIS of saying that, I have to wonder if -you- know what you're talking about.


MMM nor Fook include anything custom animated not a single creature or Weapon, all of their work is Vanilla Bethesda -> Re-Hashes of Beth Creatures and Weapons using the already present Beth Animations and a few alterations of Beth Animations but nothing made from scratch new.
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Chad Holloway
 
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Post » Sat May 28, 2011 4:58 am

I bet you think very highly of Peter Molyneux or Randy Pitchford.


Seriously? +2 points for video game pop-culture trolling. Go check vanilla turrets and you'll learn something.

MMM nor Fook include anything custom animated not a single creature or Weapon, all of their work is Vanilla Bethesda -> Re-Hashes of Beth Creatures and Weapons using the already present Beth Animations and a few alterations of Beth Animations but nothing made from scratch new.


I remember someone making a bunch of WIPz threads with new animations and creatures, but I'm not sure if anything finished ever came from it. The dismembered Ghouls was definitely one of my favorite addons to the game; can't wait to see what else you cook up. In any case, stop feeding the trolls and go port over Akatosh to New Vegas so we can have some winged Deathclaws hybrids. 8)
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barbara belmonte
 
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Post » Sat May 28, 2011 3:38 pm

My immediete and real impression was that the guy who said that was making a joke. I laughed, so it worked as such!
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Spooky Angel
 
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Post » Sat May 28, 2011 4:14 pm

What does any of this have to do with placing my turrets? :facepalm:
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Joanne
 
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Post » Sat May 28, 2011 4:11 am

What does any of this have to do with placing my turrets? :facepalm:


Its because if SaidenStorm doesn't actually know what he's talking about, you can just float them in the air and you're done!!!!

Well, actually. I think you could check the existing ceiling turrets in the game and see how they are done, and roll that way.
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helliehexx
 
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Post » Sat May 28, 2011 6:32 pm

What does any of this have to do with placing my turrets? :facepalm:



Saidenstorm explained how to get it to work. I haven't bothered with FNV in depth yet, but I doubt it's very different from FO3. If you can't figure it out, try to mimic a vanilla turret as per Tarrant's advice. That's usually how I figure out my issues.
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Ana Torrecilla Cabeza
 
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Post » Sat May 28, 2011 6:40 am

They never did that in FO3... so it must be a bug with the new GECK or something idk.


The obvious implication here is that I haven't looked at them in F:NV

Neither of you are understanding what they are -> they are creatures and they DO NOT defy gravity their root needs to be sitting on some type of collision so if you want them hanging high up you have to place an invisible collision plane under them so they do not fall and if you want them to not get pushed up into the roof you have to make sure your area has the clearance thats required by their animations to not have that occur, this is a situation where you absolutely much obey the uses that beth did (as that is how they got animated to function !) and if not you have to make special setups to compensate.


The obvious implication here is that by including what I said in his reply he's saying they work the same in FO3 and F:NV

Its because if SaidenStorm doesn't actually know what he's talking about, you can just float them in the air and you're done!!!!

Well, actually. I think you could check the existing ceiling turrets in the game and see how they are done, and roll that way.


Well since they work the same in Fallout 3 as in NV I present to you, http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot201.jpg as well as a little bit of http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ScreenShot200.jpg. Clearly Saiden knows what he is talking about and all of the rest of you have actually tested anything in either game before http://www.destructoid.com/randy-pitchford-talks-valve-steam-and-exploitation-151293.phtml with http://www.destructoid.com/tripwire-valve-absolutely-not-exploiting-steam-devs-151832.phtml :rolleyes:

What does any of this have to do with placing my turrets? :facepalm:


Who knows and it's unfortunate that it happened - a simple misunderstanding of who's talking about what, but Obsidian broke something in NV and you do in fact have to use collision markers to keep them up. Which explains why there are only 5 ceiling turrets in the game - nobody wanted to deal with that hassle.
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ANaIs GRelot
 
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Post » Sat May 28, 2011 6:02 pm

Kudos Scarecrow.

If turrets are falling, then they changed something from Fallout 3, because they never did that before.
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Anthony Rand
 
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Post » Sat May 28, 2011 4:25 pm

What does any of this have to do with placing my turrets? :facepalm:



I think the point is, Pintocat, that -nobody- here can really explain WHY your turrets are falling.

And while a lot of folks have gotten off on a tangent of ranting about who and so being right, and some other [censored] that doesn't really have anything to do with your turrets, the fact of the matter is that SaidenStorm offered up a solution which -does- seem to work. I found myself with the same falling turret problem upon placing them normally... and when putting a -very- small collision barrier beneath them, the problem was resolved.

Let folks bicker and rant as they please, but the solution worked for me.

When it comes down to it, I'll -still- trust the guy who knows animation and creature stuff over the guy who says things like '[insert name here] doesn't know what he's talking about' without offering any kind of answer to the problem ten out of ten times.

I hope you've gotten the problem resolved, mate.
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Lizbeth Ruiz
 
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Post » Sat May 28, 2011 8:46 am

Kudos Scarecrow.

If turrets are falling, then they changed something from Fallout 3, because they never did that before.


Turrets are set to being Immobile (Animation Tab -> Immobile) that setting is what enabled Turrets to stay in the Air (when it actually worked as my Turrets constantly fell out of the sky, hence I always placed a small collision plane under them) and it also enabled the bases of them to not rotate with the creature while turning -> disable this and they are treated no different then any other creature -> Enable it and place a small collision plane under them, very simple fix.

The creatures themselves are basically identical to the FO3 ones so it was not a creature change it was a game engine change -> nothing magical or special in any way.

I do not have FONV.esm access currently so I can not even check to see if their Turrets have this ticked though I doubt it is not.
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stephanie eastwood
 
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Post » Sat May 28, 2011 12:50 pm

I never had that problem though when i placed 9 of them for my Outpost mod. I just said they changed something, never said it was with the creature specifically.
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Nina Mccormick
 
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Post » Sat May 28, 2011 1:13 pm

One place I know for sure that you can look is the Helios One solar tower, just inside are a bunch of ceiling turrets.

Drawing a blank on where others are located...
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carla
 
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Post » Sat May 28, 2011 2:30 am

Vault 34's Overseer room has two ceiling turrets in it.
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Chris Ellis
 
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Post » Sat May 28, 2011 4:55 am

Looks like the Vault34 turrets do indeed rest on tiny 2x2 collision markers.

The turrets have immobile checked, doesn't seem to matter. Collision it is. Thanks.

And I HAD tried looking in the geck but with the render window being jacked up half the time I couldn't see anything. I just happened to be able to select one of the collision markers and see it was near the turret.
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Antony Holdsworth
 
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Post » Sat May 28, 2011 6:03 am

Neither of you are understanding what they are -> they are creatures and they DO NOT defy gravity their root needs to be sitting on some type of collision so if you want them hanging high up you have to place an invisible collision plane under them so they do not fall and if you want them to not get pushed up into the roof you have to make sure your area has the clearance thats required by their animations to not have that occur, this is a situation where you absolutely much obey the uses that beth did (as that is how they got animated to function !) and if not you have to make special setups to compensate.

Turrets do not work that way, have you ever placed them?

Turrets should only need their Base, which hangs/sits on the Ceiling and the turret just below that. There is no attachment, they DO defy gravity in Fallout3 - try it yourself.

Looks like the Vault34 turrets do indeed rest on tiny 2x2 collision markers.

The turrets have immobile checked, doesn't seem to matter. Collision it is. Thanks.

And I HAD tried looking in the geck but with the render window being jacked up half the time I couldn't see anything. I just happened to be able to select one of the collision markers and see it was near the turret.

This is New behavior for F:NV, looks like we'll be doing collision markers for turrets this time - thanks for finding this, I'm going to play with it a little myself.

Miax
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Trevi
 
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Post » Sat May 28, 2011 2:39 am

I confirmed this morning that the turrets have been given gravity in F:NV where they were not in Fo3. I placed the same turret; "lvlCeilingTurret1024" - a common turret found in both games by the same FormID in mods and tested both out. The Fo3 version sits where its placed and works fine, the FNV version falls to the ground.

What I can't quite understand is Why one would want to add gravity to a ceiling turret? Its not an object that is supposed to bounce around with Havok, but rather something that is mounted in place and rotates on its ball joint only. I'm sure there is a reason for it, but the Fo3 version made more sense IMHO.
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Channing
 
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Post » Sat May 28, 2011 12:23 pm

Indeed ceiling turrets fall, if you put them inside a object/prop, they can't aim properly and things go wrong. Why give gravity to those is beyond me. Guess I'll have to study how the turrets are placed in the vanilla game.
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Life long Observer
 
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Post » Sat May 28, 2011 8:04 am

There seems to be a lot of "features" with this GECK.
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Chloe Botham
 
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Post » Sat May 28, 2011 4:03 pm

What I can't quite understand is Why one would want to add gravity to a ceiling turret?


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.
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Laura Samson
 
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