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FPSC Classic Models and Media / Mounted Gun Turret

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ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 2nd Dec 2016 20:25
After playing with some other effects, came up with this idea of a working "mounted gun turret" that
a player can grab and use. Works great, just adding a few effects to the script (shake & sounds) and it's done if anyone
needs it ? Video is just a quick throw together of stuff to see the effect. Needs extra explosions and debris

If you like or need let me know and I'll put files together.
best
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
FPSC Reloaded Backer
8
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Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 4th Dec 2016 18:50
Great work NC!!!! I'm sure people will get good use out of it.
gamer, lover, filmmaker
xplosys
Valued Member
11
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Joined: 5th Jan 2006
Location: Somewhere in Alabama
Posted: 11th Dec 2016 03:56 Edited at: 11th Dec 2016 03:58
That's awesome and YES... I want it.
Great to know you're feeling better.

Let's talk after the 1st.
Characters. You build them a world and what do they do? They moonwalk, get stuck in the walls and fall through the floors!
Madcow02
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Joined: 29th Jan 2016
Location: France
Posted: 11th Dec 2016 17:28
Great work, as usual !
Mriganka
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Joined: 16th Jun 2014
Location: Virtuality
Posted: 12th Dec 2016 06:10
That's awesome!
Nomad Soul
10
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 12th Dec 2016 18:35
This is amazing. Yes please and great work as usual!
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 12th Dec 2016 23:18
@seppgirty Thank you
@ xplosys Happy to see you again, yes.
@ Mriganka Thank you
@ Nomad Soul Thank you also. I didn't think so many would like this?
I'll wrap up the files and post them shortly. I will try and make a better
turret weapon than the one I used first.
My games never have bugs. They just develop random features..
Lots and lots of random features...
ironman21
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Joined: 9th Dec 2016
Location:
Posted: 13th Dec 2016 23:06
this is the gun model i was talking about Ncmako. It would help me with my game design stage of the game that i am working right now. is it possible for this mounted gun turret for there to be a animation that will allow the player or enemy player to dismount it from the mount itself? and make it like a mini turret gun kinda like a portable one but only for a short time. That would make it twice as good xD
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 14th Dec 2016 10:42
ironman21
I'm helping someone on a project, done shortly. Give me a day and I'll post files.
Quote: " make it like a mini turret gun kinda like a portable one"

No, sorry. This is a stationary (weapon) entity. When player approaches
the entity switches from from being visible to invisible and a HUD appears.
It IS possible, but I had too many problems with "aligning" player to weapon and muzzle
flash was way off? A HUD was best way to go and easier.
My games never have bugs. They just develop random features..
Lots and lots of random features...
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Dec 2016 00:24 Edited at: 16th Dec 2016 10:19
Here are the files for a "Mounted Gun" like effect. It does use a hud, but that was the best way to
keep the "weapon" centered on screen. If anything is missing let me know. I cleaned up the texture
a bit and made it more presentable.

I did run into a problem I did not think of before. If the player has a weapon before grabbing the Mounted Gun
you can still switch weapons. I tried "locking out" the slots, but to no avail. If you have NO weapons it works flawless.
Any one who can think of a command/script to lock weapons out let me know.
Thanks

Note: almost forgot, used textures from CG textures.
"One or more textures on this 3D model have been created with photographs from Textures.com.
These photographs may not be redistributed by default; please visit www.textures.com for more information."

Updated the files, added a read me with instructions. It's simple enough, place Turret entity where you want.
Then place the "turret-weapon" somewhere hidden on your map. ( I gave it a black texture so I could find it,
was transparent but then I lost it on my level. Lol) Walk up to Turret, press the 0 (zero) key to holster any
weapons, then press the "F' key to grab turret & shoot.
My games never have bugs. They just develop random features..
Lots and lots of random features...

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Mr Love
12
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 17th Dec 2016 21:17
Cool work!!! You really are better than Me at rigging guns. Thanks for the download....
Nomad Soul
10
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 18th Dec 2016 22:24 Edited at: 19th Dec 2016 00:29
@ncmako - I've been playing around with this and its really great, well done. I recommend adding these lins to the turret script:

'fix so hud text disappears if player moves away from turret
:state=7,plrdistfurther=45:hudunshow=holster,state=0

'fix so turret is replaced and weapon removed if player is killed whilst using the turret
:state=4,plralive=0:hudunshow=gatlin,show,removeplrweapon=modernday\minigun_NoTexture
xplosys
Valued Member
11
Years of Service
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Joined: 5th Jan 2006
Location: Somewhere in Alabama
Posted: 19th Dec 2016 00:27 Edited at: 19th Dec 2016 00:34
Quote: "No, sorry. This is a stationary (weapon) entity. When player approaches
the entity switches from from being visible to invisible and a HUD appears."


But I can carry the HUD around which is almost as good. See video...
Characters. You build them a world and what do they do? They moonwalk, get stuck in the walls and fall through the floors!

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ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 19th Dec 2016 10:32
@ Nomad Soul.. Thank you so much. Yes, still little bugs to work out.
I didn't test enough. All help is appreciated

@ Xplosys That's fantastic Yes, you "can" carry it around.
Now that's thinking "out of the box"
My games never have bugs. They just develop random features..
Lots and lots of random features...
Nomad Soul
10
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 19th Dec 2016 11:39
Your welcome mate.

I was just thinking about the problem with switching weapons. I'll check with s4real if the lockslot command is working as intended but an alternative might be to remove all the players weapons when using the turret and give them back again afterwards.

This would require keeping track of the weapons the player has already picked up but could be worth exploring.
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 21st Dec 2016 00:06
@ Nomad Soul
Quote: " an alternative might be to remove all the players weapons "

Yes, something/command to either lock out all weapons, or a command to prevent switching weapons?
best
My games never have bugs. They just develop random features..
Lots and lots of random features...
Nomad Soul
10
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 21st Dec 2016 20:55 Edited at: 21st Dec 2016 21:01
@ncmako - Here is a revised version of the turret script which now manages the hud messages properly, replaces the turret if player killed whilst using it and stops the player from being able to weapon switch with the mouse. I also changed the turret weapon slot to 9 as its a special weapon and didn't want it to replace any primary weapons the player has picked up already.

If you press the numbers 1-8 on the keyboard it will bring up the weapon in that slot which is still a problem but a step in the right direction.

+ Code Snippet
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 21st Dec 2016 21:47
Nomad Soul
Fantastic work Why have I never noticed this command before? "preventplrselectinggun"
Yes, works much better now.
My games never have bugs. They just develop random features..
Lots and lots of random features...
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 23rd Dec 2016 10:59
For those that are wondering if you can use a "dynamic" entity as a weapon, you can.
But comes with many problems. Linking to the player and animation is fine, but little
things like the cross-hairs are off, dismount causes entity to fall over or fly away?
You could use it as a "one time" use weapon, then discard it? But the HUD method
still seems the easiest, BEST & flawless way to do this
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mriganka
3
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Joined: 16th Jun 2014
Location: Virtuality
Posted: 23rd Mar 2017 10:28
@ncmako Have you made any progress making the turret?
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 26th Mar 2017 17:16
@Mriganka No I had to stop. The best method was to use it as a hud.
Making an actual weapon entity as a turret came with too many problems.
So I stopped. The method used above works great with what script commands
we have. Only improvements needed are the textures.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mriganka
3
Years of Service
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Joined: 16th Jun 2014
Location: Virtuality
Posted: 27th Mar 2017 05:40
Oh. I see. Thank you for the effort. It was a great innovation.

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