Auto-cannon problemo...

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Skorch

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Feb 5, 2000
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I have run into this many times, the problem being that if the auto-cannon is not placed along roughly the same plane as the players, it cannot see them...I have seen the cannons placed above the player level, as they are in AS-Mazon, and they work there...I have messed with the properties and even tried distance view triggers and just plain triggering the cannon, with no luck (also increasing cannons view radius, distance, angling the dern thing, etc.)

Any suggestions??
 

Muttley

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Jan 27, 2002
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Have you tried loading up mazon in UED and in 3d view adding a new cannon next to one of the castle cannons then selecting both and looking at the advanced options....everywhere where there is a gap there is a difference between the two... write down what the options are with gaps by them and via this you should be able to work out what you have to do.

Its what I normally do to find out how mappers have made things work.
 

AMmayhem

Mayhem is everywhere
Nov 3, 2001
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Is there a 'sight radius' or something like that that you can make larger? I know there is in defense points, don't know if they're in auto-turrets as well.
 

Bot_40

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Nov 3, 2001
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Turrets are pawns, there should be some sort of hearing threshold or alertness or something. Try messing with them.
 

Hourences

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Aug 29, 2000
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do you mean that the turrets dont shoot you before you hit them first or never shoot you ?
delete therm and replace them, and dont place them raise or lower their position, that cause this kind of stuff, raising and lowering gives problems alot, also in other things, like the ctf flags
 

StoneViper

you can call me Mike
Nov 3, 2001
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N43° 03' 16" :::: W77° 36' 03"
Originally posted by Hourences
do you mean that the turrets dont shoot you before you hit them first or never shoot you ?
delete therm and replace them, and dont place them raise or lower their position, that cause this kind of stuff, raising and lowering gives problems alot, also in other things, like the ctf flags
but then take a look at AS-Frigate again and see the raised autocannon shooting at you when entering the ship
 

LXIXGTO

"Cruising At The Speed of Iron!"
Wow! The timing of this thread is absolutely uncanny! :tup:
I just started playing around with the team cannons
last weekend. :lol:
.
.
I also had the same trouble as Skorch getting the cannons
to acknowledge my presence at first. Of course, they would shoot
back when I shot them first but, that is no fun!
.
After playing around with them for a while I discovered it is just
as Bot 40 said. The team cannon is a pawn.
And as with any pawn it has AI fields to adjust. Try
changing the hearing threshold, peripheral vision, and sight radius fields. That cannon will be kicking your ass within no time.
They sure did me! :lol:
.
In case you are wondering ... ...
I used the "Dammo5" for the projectile and "activates.Crystals.beam3bS' for the sound.
While playing around I noticed that the 5 different dispursion
ammo projectiles give different damage amounts. The orange one
in the below shot is an instagibb. With the sound I chose it
worked out pretty cool I think. :D
.
.
Here is a screenshot:

:biorifle: http://lxixgto.tripod.com/lxixgto/ :biorifle:
 

Wiz

The elite cheese master
Mar 22, 2000
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i'm having probs with them to, what are some good values to set for hearing ect so they will acknowledge you and try and kill you? also is there a way to improve there aim (some of mine work but there aim is so bad and the fire rate is so slow (using arrow projectile))
 

Call me Erdrik

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Nov 24, 1999
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Originally posted by Wiz
... also is there a way to improve there aim (some of mine work but there aim is so bad and the fire rate is so slow (using arrow projectile))

Im not sure what the property is called exactly as I haven't messed with cannons in over 6 months, but I think it is along the lines of bLead target or somesuch thing.... :p