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Difference between revisions of "Talk:Turrets"
From Liandri Archives
Amitakartok (talk | contribs) (New section: UT2004 turrets) |
GreatEmerald (talk | contribs) (→UT2004 turrets) |
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I am having a hard time placing them in maps. I was experimenting with placing Link Turrets into Torlan, however the turrets opened fire on me as soon as I spawned. For some reason, Link Turrets aren't automatically associated with the nearest power node/core like Energy Turrets. Also, I am currently trying to find a way to give Energy Turrets AI control. Another issue I found is that Link Turrets do not respawn when destroyed (tried switching them to look like Energy Turrets when destroyed, doesn't work). Is anyone knows a workaround? I know I should post this on the UnrealEd wiki, but they recently stopped supporting anything but the UT3 engine (old pages were archived so I can't ask there).--[[User:Amitakartok|Amitakartok]] 15:06, 23 May 2009 (EDT) | I am having a hard time placing them in maps. I was experimenting with placing Link Turrets into Torlan, however the turrets opened fire on me as soon as I spawned. For some reason, Link Turrets aren't automatically associated with the nearest power node/core like Energy Turrets. Also, I am currently trying to find a way to give Energy Turrets AI control. Another issue I found is that Link Turrets do not respawn when destroyed (tried switching them to look like Energy Turrets when destroyed, doesn't work). Is anyone knows a workaround? I know I should post this on the UnrealEd wiki, but they recently stopped supporting anything but the UT3 engine (old pages were archived so I can't ask there).--[[User:Amitakartok|Amitakartok]] 15:06, 23 May 2009 (EDT) | ||
+ | :Ask on the [http://forums.beyondunreal.com/ forums]. But the short answer is that link turrets are Assault only, that is, they're assigned to teams "Attacker" and "Defender". There are no such teams in other gametypes, thus making the turrets go on a rampage shooting everything that moves. They need some modding to be used in Onslaught. You can, however, remove the AI completely by setting the turret's vision to 0, but in that case bots will never use the turret. As for respawning, did you check all the properties? --[[User:GreatEmerald|GreatEmerald]] 14:34, 24 May 2009 (EDT) |
Revision as of 11:34, 24 May 2009
Shouldn't Automatic Turrets/Cannons be here as well? Like the Minigun Turret of UT and the Shock Cannon of UT. There are more though (can be at least 20 I think). In the Assault Bonus Pack you can see a grenade turret and I've used a Skaarj Projectile turret for one of my maps. Also, ChaosUT mod (officially in the 2nd CD of UT:GOTY) has a deployable cannon that shoots shock balls and when it's out of balls, it shoots rockets. --GreatEmerald 05:07, 25 March 2008 (EDT)
- I've added the UT turrets. --Wormbo 14:17, 25 March 2008 (EDT)
New Look
Okay, I meant to put the changed bit on UT2004 turrets on this talk page, followed by the questions if it was an improvement, and if the rest should be changed accordingly. As you can see, I forgot to copy the changes, and accidentally saved the page itself instead. Anyhoo, my questions still stand: Should we keep the new look and use it on the rest of the page? (for which I would require help btw, for UT3 makes my rig crash). --Kaithofis 12:25, 28 May 2008 (EDT)
- I'd Support that, just make the gallery 3-row as it's too wide. And you could also add the ceiling sentinel to the gallery. --GreatEmerald 13:14, 28 May 2008 (EDT)
- As GreatEmerald says, the gallery is too wide as is. Keep in mind that the default skin is fixed classic. Other than that it looks great. I wish there were better options for galleries, but they aren't very flexible. — Haarg 14:55, 28 May 2008 (EDT)
- I use the same skin, but it looked fine here. Anyhoo, something else now: While going through the UT meshes (while looking for the Ceiling Cannon and Minigun Turret), I came across another turret. I've uploaded a picture here. The mesh's name was "CannonM", and I wasn't able to find its use in the game. It isn't part of the ChaosUT turret either. Could it be a left-over from Unreal/RTNP, or something that was simply cut from the game? --Kaithofis 16:03, 28 May 2008 (EDT)
- I believe I've seen those used in a custom map. Also, sentinels don't have infinite health in my experience. You can usually destroy them if you are persistent enough, though they then respawn. There's also the sentinels in AS-Mothership which obviously have limited health. — Haarg 16:11, 28 May 2008 (EDT)
- Both are true. The sentinel's health varies per map. By default it has 1000 health. However, in 50% of the maps this has been manually changed to either 999999 (making it near-infinite) or 8000 health (still almost 3x as much as an Ion Cannon). I'm not quite sure how to change it without making it a long story though. I'll change the Mothership article to make it clear that those are different sentinels. --Kaithofis 17:20, 28 May 2008 (EDT)
- The CannonM is a left-over from the old times of Unreal Beta... It was used in Foundry back then, heck it was so hard with those cannons as they're absolutely lethal and rapid firing. --GreatEmerald 08:52, 29 May 2008 (EDT)
- I believe I've seen those used in a custom map. Also, sentinels don't have infinite health in my experience. You can usually destroy them if you are persistent enough, though they then respawn. There's also the sentinels in AS-Mothership which obviously have limited health. — Haarg 16:11, 28 May 2008 (EDT)
- I use the same skin, but it looked fine here. Anyhoo, something else now: While going through the UT meshes (while looking for the Ceiling Cannon and Minigun Turret), I came across another turret. I've uploaded a picture here. The mesh's name was "CannonM", and I wasn't able to find its use in the game. It isn't part of the ChaosUT turret either. Could it be a left-over from Unreal/RTNP, or something that was simply cut from the game? --Kaithofis 16:03, 28 May 2008 (EDT)
UT2004 turrets
I am having a hard time placing them in maps. I was experimenting with placing Link Turrets into Torlan, however the turrets opened fire on me as soon as I spawned. For some reason, Link Turrets aren't automatically associated with the nearest power node/core like Energy Turrets. Also, I am currently trying to find a way to give Energy Turrets AI control. Another issue I found is that Link Turrets do not respawn when destroyed (tried switching them to look like Energy Turrets when destroyed, doesn't work). Is anyone knows a workaround? I know I should post this on the UnrealEd wiki, but they recently stopped supporting anything but the UT3 engine (old pages were archived so I can't ask there).--Amitakartok 15:06, 23 May 2009 (EDT)
- Ask on the forums. But the short answer is that link turrets are Assault only, that is, they're assigned to teams "Attacker" and "Defender". There are no such teams in other gametypes, thus making the turrets go on a rampage shooting everything that moves. They need some modding to be used in Onslaught. You can, however, remove the AI completely by setting the turret's vision to 0, but in that case bots will never use the turret. As for respawning, did you check all the properties? --GreatEmerald 14:34, 24 May 2009 (EDT)