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Turret Weapon Setting.

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amgine

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Post Sat Dec 13, 2014 9:12 am

Turret Weapon Setting.

Hey amgine here I had a idea.

1. Instead of having to go into the to level file to change a turrets weapon can we instead have it so there is a setting in the editor to change a turrets weapon?

The reason for this is its more efficient for level design and easier for new users.

It also will give Bitfighter more level variety.
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Fordcars

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Post Sat Dec 13, 2014 10:54 am

Re: Turret Weapon Setting.

I think the different turret weapons isn't really *official*, but maybe it should be editable in the editor?
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sky_lark

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Post Sat Dec 13, 2014 3:20 pm

Re: Turret Weapon Setting.

viewtopic.php?f=47&t=1927

You should bug Fordy to fix this script for 019. It had all the editor secrets laid out in an easy to use fashion. Rotating speedzones, teleporter delays, ghost ships and energy items, turret weapons, the works. I loved it for the brief week it worked... :)
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amgine

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Post Sat Dec 13, 2014 3:46 pm

Re: Turret Weapon Setting.

so is it not a official feature then ?

its not really that problematic that it needs to be removved.
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sky_lark

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Post Sat Dec 13, 2014 9:29 pm

Re: Turret Weapon Setting.

It's unconventional and doesn't play much of a role outside of dungeon or novelty levels. I don't think it should be removed per se, but I understand why it might not be added officially.
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amgine

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Post Sat Dec 13, 2014 10:15 pm

Re: Turret Weapon Setting.

although curst and seeker turrets are good.
triple is ok.
bouncer isnt very good.


but they are not to op is the thing.
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Fordcars

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Post Sun Dec 14, 2014 10:03 am

Re: Turret Weapon Setting.

sky_lark wrote:http://bitfighter.org/forums/viewtopic.php?f=47&t=1927

You should bug Fordy to fix this script for 019. It had all the editor secrets laid out in an easy to use fashion. Rotating speedzones, teleporter delays, ghost ships and energy items, turret weapons, the works. I loved it for the brief week it worked... :)


I've tried, but since 019, the Devs have removed the addLevelLine function, so it's not possible right now :(
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raptor

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Post Sun Dec 14, 2014 10:17 am

Re: Turret Weapon Setting.

Shhh... don't tell anyone, but there is a setWeapon() method in the Lua API:
http://bitfighter.org/luadocs/class_turret.html
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Fordcars

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Post Sun Dec 14, 2014 11:27 am

Re: Turret Weapon Setting.

raptor wrote:Shhh... don't tell anyone, but there is a setWeapon() method in the Lua API:
http://bitfighter.org/luadocs/class_turret.html


ooOOooo
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amgine

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Post Tue Dec 16, 2014 1:59 pm

Re: Turret Weapon Setting.

other benifits for thid I see for this is

1.it gives more level space one burst or seeker turret can easily replace three standard phaser turrets.....

2. they are actully good for bit if they are not over used and placed well such as 12 seeker turrets on one wall.
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watusimoto

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Post Tue Dec 23, 2014 9:45 pm

Re: Turret Weapon Setting.

I think the different turret weapons isn't really *official*
That's pretty much it.

That said, I am going to try coding a special seeker shooting turret-like object for 020, because seekers are so cool.
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Fordcars

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Post Tue Dec 23, 2014 10:29 pm

Re: Turret Weapon Setting.

watusimoto wrote:
I think the different turret weapons isn't really *official*
That's pretty much it.

That said, I am going to try coding a special seeker shooting turret-like object for 020, because seekers are so cool.


Haha awesome :P
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amgine

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Post Wed Dec 24, 2014 12:52 pm

Re: Turret Weapon Setting.

and then you will add burst turrets andbouncer turrets ect later

Do it now you will thank me later. ;)
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Skybax

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Post Wed Apr 22, 2015 4:37 pm

Re: Turret Weapon Setting.

I think seekers are Wat's favorite thing about Bitfighter.
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amgine

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Post Fri Apr 24, 2015 5:27 pm

Re: Turret Weapon Setting.

I had a idea for a "bumper" which is like a 360 degree speed boost moving into it pushes people around but they wont do it :)
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watusimoto

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Post Sat May 02, 2015 11:29 am

Re: Turret Weapon Setting.

The "mortar" I alluded to above has been coded, and seems to work pretty well. Unless people tell me it stinks, it will be included in 020.
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amgine

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Post Sat May 02, 2015 12:32 pm

Re: Turret Weapon Setting.

Back on topic because I derailed it.

I think bouncer turrets could be really good cause the turrets would shoot people around corners and such.

Triple would be good because though its range is more limited it has more spread and fire power over a short range mkiong it powerfull close range.

Mine turret albiet it difficult would be interesting having a mine placed in te spot the ship passed AFTER it goes trough stopping any perusing/escaping ships behind them.

Burst Turrets Are problem matic because they are really powerfull and have to be used sparilgy probably good to have them fire at a slower rate to make them easier to use.

Seeker Turrets would be interesting due to the fact its shots would chase players around.

So realisticly with good buffers and use I could see good aplication for all of these.
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sky_lark

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Post Wed Jun 10, 2015 10:42 am

Re: Turret Weapon Setting.

What about a 'custom' turret whose weapon could be designated by a teammate during the game? The player could change their turret's weapon simply by firing at it with the weapon of choice. The turret would of course take minor damage, but that's a fair tradeoff for what could be a very powerful use in a strategic match.

For instance, if I held the flag and was in hot pursuit by multiple enemies, I might fire a triple at it to change its weapon to triple. The wide distribution of triple pellets is useful for an incoming storm of enemies. Or if I felt there was a cloaker in the area, I could fire a seeker at the turret to equip it with a seeker and hunt the cloaker.
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Fordcars

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Post Wed Jun 10, 2015 3:53 pm

Re: Turret Weapon Setting.

Yessssss!
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YoshiSmb

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Post Wed Jun 10, 2015 4:05 pm

Re: Turret Weapon Setting.

sky_lark wrote:What about a 'custom' turret whose weapon could be designated by a teammate during the game? The player could change their turret's weapon simply by firing at it with the weapon of choice. The turret would of course take minor damage, but that's a fair tradeoff for what could be a very powerful use in a strategic match.

For instance, if I held the flag and was in hot pursuit by multiple enemies, I might fire a triple at it to change its weapon to triple. The wide distribution of triple pellets is useful for an incoming storm of enemies. Or if I felt there was a cloaker in the area, I could fire a seeker at the turret to equip it with a seeker and hunt the cloaker.


Would love to use those lil' guys, my powerful lil' minions :twisted: with seekers, bouncers, EVERYTHING!!

Anyways, it's a pretty good idea!
also for the fact you can change the weapon of the turret, Bouncer may come handy when you're begin chased full-speed on a choke-point!
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amgine

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Post Thu Jun 11, 2015 10:22 pm

Re: Turret Weapon Setting.

That I disagree on you could easily make like 7 seekers which owuld make a base uncapturable.

If they are fixed then they could be used in a more balanced fashion.
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tazinator

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Post Fri Jun 12, 2015 4:58 am

Re: Turret Weapon Setting.

Mortars are real!?!?

I remember trying to put mortars in a level (I'd seen their name in source code somewhere) but I don't think it did anything
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sky_lark

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Post Fri Jun 12, 2015 9:31 am

Re: Turret Weapon Setting.

amgine wrote:That I disagree on you could easily make like 7 seekers which owuld make a base uncapturable.

If they are fixed then they could be used in a more balanced fashion.

If you have seven turrets in a base, it will probably already be difficult to capture. :D

But you do raise a good point, that sometimes turrets are placed carefully in order to respect level design. Changing the turret's weapon in-game might add imbalance contrary to the intended design.

What if the custom weapon was only applied to neutral turrets? I think most level designers typically use neutral turrets as a way to add filler and not to necessarily dictate level design. Like, if a designer wants a turret to stave off a bottleneck corridor, they'll put a team-specific turret that they know will be operated and not a neutral turret which may never be activated through the game. This isn't 100% constant but I think it occurs most of the time that adding dynamic weapons to a neutral turret wouldn't unbalance most levels.
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amgine

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Post Mon Jun 22, 2015 11:06 pm

Re: Turret Weapon Setting.

Also another probl;em that would occur is the fact if you shot a turret with a weapon to change its tpe it would lose significent hp in the process if it was already assinged to a team...
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sky_lark

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Post Tue Jun 23, 2015 8:45 am

Re: Turret Weapon Setting.

You're right that it would lose health, but not a significant amount. So long as you don't stream a bunch of bullets at the turret and only one shot, the turret will maintain most of its health. I think it should take a little damage as that is part of the tradeoff of an upgrade. An upgrade should not just take effect without impact.
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amgine

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Post Wed Jun 24, 2015 11:36 pm

Re: Turret Weapon Setting.

thing is 1 burst akes out 1/3 of of turrets healh then you would have t take time to repair it turrets are already usless due to the fact they take so long to heal and I feel this would only make it worse.
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watusimoto

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Post Thu Jun 25, 2015 9:21 pm

Re: Turret Weapon Setting.

Mortars are real!?!?
They are partially implemented, and, unless deemed overly lame, will be in 020.
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amgine

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Post Thu Jun 25, 2015 11:26 pm

Re: Turret Weapon Setting.

You really need to stop posting spoilers for major builds......

Honestly I think having turrets of all types would be great it owuld jsut about making sure they are balanced ok Generly I find the more variety you give a game the more enjoyable it is.
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