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(curiosity and tutorial) Fun with Flying Turrets

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Hey people! I'm a custom fan you know. So... I'm making a crazy idea... Turret with wings!!! And now they can move!!!

http://www.youtube.com/watch?v=a7DsfoRbHOU

Here we go :D, I will do a tutorial and put the vmf when i will finish it. So now I need some ideas to get better.

It works with a invisible box with a path round track. The wings are special func_doors and parent to the turret.

Its curious that when the turret see someone and it lose it stop and search it O.o, but I didnt make it lol.

Well, have fun with video.

EDIT!!

HOW TO MAKE FLYING TURRETS

You need a big room because it needs to rotate.
Now create an entity npc_portal_turret_floor.
The propeties for it are...:

Turret can be picked by the player: no
Allow shotting through portals: yes
Damage pushes player: yes

Put it a name, for this tutorial "turret1"

Now create a box with the same size than the turret, you need to be sure is exact the same size, make a hollow with -2 and change texture for invisible.

This will be the entity tracktrain, dont worry, is easy to use.

Put a name for the invisible tracktrain (like turret1_train) and put this settings:

Disable receiving shadows: Yes
Disable shadows: Yes
Max Speed: 150
Initial speed: 150
Change velocity: Ease in/ease out
Change angles: Ease in/ease out
First Stop Target: t1_track1 (for this tutorial, is the first point the entity start flying)

Dont touch anything more.

Now, create the wings, like you want, I use light10 for texture with a triangle, put the start of the wing at the back of the center of the turret and put the origin in the same point and rotate it to the back 15 or 20 degrees.

Now make entity func_door_rotating:

Speed 1500
start sound:Rock.ImpactSoft
Distance: 45

in outputs:

OnfullyOpen | t1_right (the name of the wing) | Close
OnfullyClose | t1_right | Open

in flags:

Non-solid to player
Passable

Now the same for the left wing BUT with -45?.

And parent the two wings to the turret.

Now, create the path_track (start in the first point the turret will appear and finish with the next stop is the first).

Here we are, the turret now flys but you need one more thing, how to finish with it? :

Now create a trigger_once with the same size than the box and put in outputs:

OnStartTouch | turret1_train | Kill
OnStartTouch | turret1_wingleft | Lock
OnStartTouch |turret1_wingright | Lock

flags for physics objects too :D

And now the turret will finish the life when someone or something pushes it (excepts walls ceiling and other things xD)

This afternoon with a explain videotutorial because writting is much complicated to do ok? :D

But this is the flying turret :D

Haha that looks really funny :P but is it on a tracktrain or did you have it working on some ai?

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

tracktrain, how to do it with ai? xD

Well, some thing more is...

Lol, that's great. :thumbup:

:potd:

Darkylight wrote:
tracktrain, how to do it with ai? xD

I was just asking.... I don't know how to work with AI's :(

And i was wondering... would you be able to break them free of the tracktrain? so basicly knocking them out of the sky? or by sending them off into a grinder with a tractor beam for example...

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

I'm working in it, because I saw that if you collide with the turret the turret disable. But I'm thinking... if the turret disables... the invisible box (the tracktrain) is killed and... yeah the turret stop flying.

I never worked with AI, I think is very difficult, however not much to release.

lol AWSOME!

KenJeKenny!? wrote:
And i was wondering... would you be able to break them free of the tracktrain? so basicly knocking them out of the sky? or by sending them off into a grinder with a tractor beam for example...

To kill them: Hitting the turret or falling in it, it stops flying and goes to the floor, but already cant finish flying with explosions but I will made, its easy.

I tested it, when the turret goeos into the funnel, it doesnt do anything, x)

turret collides with projected_walls, and etc but not pushes into the funnel because it is following a path.

I will make a much better tutorial with a better flying turret fixing all possible bugs.

UPDATES

-Turret can fly and see you, now it do the correct path and angle.
-Turret can die but when it die you can pass it...
-If the turret goes into the funnel it doesnt do anything.
-If turret explodes the train continue flying...

Next update:

-Turret can be picked by the funnel and die
-Turret can die if it is picked
-Turret can die if explodes
-Turret explodes if it falls in the toxic

When I will finish it I will put the finished and better tutorial explaining it in video.

HAHA amazing! :lol:

Workshop
First Transcendental Building Course: 02 03 (WIP)
(01 needs some rethinking, playable though)

Awesome
:potd:

The Aperture Alpha
A map pack coming soon. - click for more information
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