Difference between revisions of "Turret Entities"

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Revision as of 13:40, 13 January 2018

Turrets are automated objects, able to react on nearby presence, by alarm and opening fire.


Prerequisites

For an turret to there are following requirements:

  1. 3d model of the Base - the part that pivots (a.k.a. yaw or azimuth)
  2. 3d model of the gun-mont - the part that holds the weapon and swivels (a.k.a. pitch or elevation)
  3. Archetype entity - an XML script defining common properties of all the occurrences across the level (a.k.a. map)
  4. Class entity - what will hold the unique ID of the entity in the libraries
  5. Entities - the actual instance of an turret placed on the map.
  6. Barrels - the actual weapons 3d art placed on a turret
It has to be investigated yet, if an multi weapon turret can (and how) have Barrels placed to individual weapons. The endorsed Calliope turret doesn't, it has fixed models in the gun-mount 3d model.


Base

  1. the Y axis looks down the bore (placing)
  2. resetting the transforms (world = local)
  3. grouping helpers (dummies or empties)
  4. naming the helpers
  5. ad hock checking if the export is good

Gun-mount

  1. The Y axis is "forward"
  2. Resetting the transforms
  3. The mount pivot is to be at world zero axis
  4. Helpers
  5. Grouping for export
  6. Quick and dirty check

Barrel

  1. When can a barrel be applied to a turret
  2. Where are the barrel models
  3. What to do for turrets with more barrels

Define the library

  1. Why initially define in Sandbox2
  2. Where files
  3. The fields of interest

Define the turret

  1. How to easy start making a new turret
  2. What are the engine generic weapons (from the non modded game)
  3. What are the MW:LL weapons
  4. What weapons work with turrets (yes some won't work (yet))
  5. Turret XML's fields of interest

Include an custom turret

  1. 1st import the library to a new map
  2. where files (official and editor generated)
  3. fields of interest