Missile Turrets
Jul 22 2008, 5:25 pm
By: Magicide  

Jul 22 2008, 5:25 pm Magicide Post #1

Sleeping wolves wake hungry.

I heard once that if you order a turret to attack to a location, it permanently points to that location; the problem is, i can't get it to work.

Could anyone advise me on this?




Jul 22 2008, 5:32 pm Morphling Post #2



You could use a corsair and center a location on a distruption web, remove it, create an observer for a turret to attack. Thats the only way I could think of.



None.

Jul 22 2008, 5:33 pm Falkoner Post #3



I've never heard of that before, but I bet the Patrol to Here AI causes it to turn in the direction of the Generic Command Target, which can also be set using an AI script. I know that Junk Yard Dog Ai causes them to move their turret around, so maybe that one works too, must test :)

Post has been edited 1 time(s), last time on Jul 22 2008, 5:58 pm by Falkoner.



None.

Jul 22 2008, 5:35 pm Magicide Post #4

Sleeping wolves wake hungry.

I'll have a go, see if it works.

EDIT: Tried it, doesn't seem to. Maybe I'm doing something wrong?

Post has been edited 1 time(s), last time on Jul 22 2008, 5:41 pm by Lurka.




Jul 22 2008, 5:54 pm Falkoner Post #5



Nah, I just tried it too, only Junk Yard Dog seems to do anything to them.



None.

Jul 22 2008, 6:41 pm Magicide Post #6

Sleeping wolves wake hungry.

Hm, that sucks.

Morphling's suggestion might work, but the missiles would have to be timed to the custom sounds and wraith explosions =P

It's a massive shame that it doesn't work, I was hoping to use a scourge as a crosshair, as Tuxlar did in Rush, but making it slightly more realistic.

EDIT: I JUST HAD AND IDEA =D

What if you gave the turret to a computer player, and ordered it to attack an observer (i would've preferred scourge, but still) but constantly ordered it to stop? Would that work, d'you reckon?

Post has been edited 1 time(s), last time on Jul 22 2008, 8:45 pm by Lurka.




Jul 22 2008, 8:47 pm Hug A Zergling Post #7



I can't see why it wouldn't. did you test it?



None.

Jul 22 2008, 8:53 pm Falkoner Post #8



The main problem is, how are you going to constantly order it to stop?



None.

Jul 22 2008, 9:05 pm Magicide Post #9

Sleeping wolves wake hungry.

Yeah, I found that out ¬_¬

I tried moving it to same position constantly with HTs, and also ordering it to move to another location; neither worked.

I'M GUNNA DO THIS DAMMIT.

=P

If you find anything out, please inform me =)




Jul 22 2008, 9:06 pm Ultraviolet Post #10



Maybe telling it to move? Or moving it onto an invalid location? Would either of those work? :P




Jul 22 2008, 9:10 pm Magicide Post #11

Sleeping wolves wake hungry.

Invalid location could work.

IMMA TRY IT.

=P




Jul 22 2008, 9:26 pm Falkoner Post #12



Try moving it to the same location it's in already.



None.

Jul 22 2008, 9:27 pm Magicide Post #13

Sleeping wolves wake hungry.

Already have.

Just tried invalid location, too.

Neither work.

Neither does constantly allying and unalllying.




Jul 22 2008, 9:27 pm Falkoner Post #14



You could give it to another player then back, but then it gets deselected :(



None.

Jul 22 2008, 9:29 pm Magicide Post #15

Sleeping wolves wake hungry.

I'll try allying and unallying without hypers.

Nope =S




Jul 22 2008, 9:42 pm Falkoner Post #16



Well, if you're doing it in the same trigger, then obviously it won't work, you have to at least wait a trigger loop before re-allying.



None.

Jul 22 2008, 9:46 pm Magicide Post #17

Sleeping wolves wake hungry.

Did.

Arg, nothing works =(




Jul 23 2008, 6:43 am NudeRaider Post #18

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Lol i know a lame way which prevents the turret from shooting (most of the time):
Have like 300 stimmed marines and bats attacking something in an isolated area. It will cause weapon sprite limit, thus disabling the turret's shots.
Lame. As I said. ;)




Jul 23 2008, 7:49 am Madroc Post #19



Quote from NudeRaider
Lol i know a lame way which prevents the turret from shooting (most of the time):
Have like 300 stimmed marines and bats attacking something in an isolated area. It will cause weapon sprite limit, thus disabling the turret's shots.
Lame. As I said. ;)

i lol'd.



None.

Jul 23 2008, 11:22 am Hug A Zergling Post #20



but that won't stop it from spinning...



None.

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