today, i come with a ““simple”” suggestion, and nothing revolutionary.
i would like, if the template: builded_auto_turret
stops ignoring buildings and generally, objects in the way between the turret it self, and it’s target.
( so to speak )
used in the moon event.
you may ask, why?
well, thanks to @tommyZZM , “we” found out that builded_auto_turret can be used for AI to shoot onto other players/ team and generally used for different purpose with different type of weapons. that can’t be normally used through the sck_turret .
for example:
-
artilleries pieces;
-
anti tank guns:
-
Anti Air:
- and actual Tanks
and those are great. opens many possibilities for interesting unique weapons and templates.
but the problems, that i found, as a pve maker while using them… are the following:
- auto tracking:
they always know where the players are once they enter in the range, ( that’s because i speculate it’s correlated to the second problem )
as i use those templates to simulate AI tanks to give Players some opposition when driving vehicles, is that those…
- templates/guns/AI just straight up ignore hard surfaces/buildings and generally anything in their path
which then, the AI proceed to shoot through entire buildings ending up killing players behind walls and what not.
that’s cheesy and not fun:
even through smokes grenades:
so, if possible, my suggestion is,
Main Suggestion
allow builded_auto_turret to recognize when objects or smokes are blocking their line of sight between the targets and auto turret it self. especially, disable the tracker of the auto turret when players are in range but there’s also smoke or hardsurfaces.
because once again, a player is in range, the auto turret starts ignoring everything and just aims accurately and shoots no matter what.
when, in reality, it should work that only when a player is both in range, and in line of sight it should then rotate the turret ( aim ), and then start to engage ( firing ).
all of this, just to prevent unpleasant surprises and getting blown up behind walls / houses when you shouldn’t.
thanks for hearing me out. that’s all from me.
correct me if i’m wrong, but i don’t remember the moon turret firing through walls. was it like this? i could be missremembering.
PS
( @Enginya i know we discussed about this in dms, and you told me it wasn’t designed for AI tanks, but i feel like if we modify the base template from the game to actually work like an AI, we could use those templates for tanks…
granted, with many shortcomings, such as not actually recognizing the tank physic and it will sunk in the ground when i try to apply the correct models and physic from an actual tank. ( as we had to modify collres_res & Phys_objcet_net_phys in order for the tank to fire and look like a tank. )
but to the very least, those can function normally
here is the code if you want to take a look more accurately. and, a code for modders if they want to use.
although, as hinted, there are few “drawbacks”.
because i had to change the collres & Phys_objcet_something-something, the tank in question will not have any collisions.
that means, it’s sort of a fake tank. you can actually walk inside as a " human ".
and in order to destroy it, you’ll need to use explosives pack, tnts, artillery & HE.
AP from will do no damage. they will go right through.
also, in order for the template it self to shoot onto targets, you will need to set targets, or include a template in the base spawn:
( add this as a postfix: base_moon_soldier
)
( i generally, only apply it to tanks spawns. so that it won’t fire on the infantry, but you can make it that fires on infantry too. if you want. )
you have been warned:
entity{
_template:t="builded_auto_turret+tank_ammo_distribution_default+resupply_vehicle"
transform:m=[[-0.0899937, -0.0166697, -0.995803] [-0.0159425, 0.999756, -0.0152951] [0.995815, 0.0144991, -0.0902375] [484.205, 1.23328, -535.059]]
team:i=3
hitpoints__hp:r=90
hitpoints__maxHp:r=90
phys_obj_net_phys__blk:t="content/enlisted/gamedata/units/cannons/germ_20mm_flak38_flakvierling.blk"
animchar__res:t="m18_hellcat_char"
collres__res:t="cannon_germ_20mm_flak38_flakvierling_collision"
turret__enemyTeamLight:c=233, 233, 233, 1
turret__allyTeamLight:c=233, 233, 233, 1
phys__maxMassRatioForPushOnCollision:r=999
turret__teamLightTemplate:t=""
burning__isBurning:b=no
killLogName:t="M18 Tank Destroyer From the 2nd Armored Division"
dmg_animchar__res:t="m18_hellcat_dmg_char"
pair_collision__tag:t="collidableToVehicle"
"net_sound__descs:object"{
"resupplyStart:object"{
path:t="aircraft/effects/part_destroy_by_fire"
toPlayer:b=no
}
"resupplyEnd:object"{
path:t="aircraft/effects/part_destroy_by_fire"
toPlayer:b=no
}
}
"turret_gun_flash_fx__flashFx:shared:array"{
turret_gun_flash_fx__flashFx:t="muzzle_ground_150mm"
}
"turret_gun_flash_fx__flashNodes:shared:array"{
turret_gun_flash_fx__flashNodes:t="emtr_gun_flame"
}
"turrets__initAmmoDistribution:array"{
"turrets__initAmmoDistribution:object"{
slot:i=0
fill:b=yes
}
"turrets__initAmmoDistribution:object"{
slot:i=1
fill:b=no
}
}
"turretsInitialComponents:array"{
"turretsInitialComponents:object"{
gun__shotFreq:r=0.5
gun__maxAmmo:i=20
turret__yawSpeed:r=30
turret_ai__amplitude:p2=0.001, 0.003
gun_deviation__maxDeviation:r=120
gun__ammo:i=0
turret__limit:p4=-180, 180, -12, 76
gun_spread__maxDeltaAngle:r=1.3
gun_deviation__onShotDeviationChange:r=0.1
turret_ai__attackTimerr:r=1
turret_ai__sleepTimer:r=4.1
turret_ai__atackDist:r=50
turret_ai__period:p2=0.002, 0.001
turret__pitchSpeed:r=99
turret_ai__pauseTimer:r=1
"gun__shellsAmmo:array"{
gun__shellsAmmo:i=50
}
}
}
"turret_control__turretInfo:shared:array"{
"turret_control__turretInfo:object"{
turretGroup:t="main_turrets"
salt:i=1
gun:t="builded_sg_gun+tankgun_76mm_m1+base_76mm_m1+turret_with_several_types_of_shells+main_turret"
turretName:t="turret_01"
}
}
}
so, about the shortcomings, i judt decided to hide a car inside the chassy, and use it as a hitbox: