Monster_turret in wrong idle at start of Created 8 years ago2015-10-02 09:46:38 UTC by Dallas Dallas

Created 8 years ago2015-10-02 09:46:38 UTC by Dallas Dallas

Posted 8 years ago2015-10-02 09:50:04 UTC Post #327146
I've been trying to solve an issue with monster_turrets (and miniturrets) I am having while making a HL1 map.

This is for a ceiling mounted turret.

The turret appears to be in a bad idle pose when my level starts. The moment the turret is activated or deactivated it looks normal for the rest of the game.

Its almost as if the default idle pose is not setting correctly.

Has anyone seen this before?

I can't see what flag or setting might affect this. (and i've tried them all)

Thanks :)
Posted 8 years ago2015-10-03 03:31:58 UTC Post #327161
what is meant by 'bad idle pose' ? Sorry but you have to be a bit more specific on what is the problem
Posted 8 years ago2015-10-03 09:38:04 UTC Post #327168
I think it means that you can see inner parts of turret under ceiling when a map has been started. It's a common issue. Probably he should try to set angles for it.
Posted 8 years ago2015-10-03 10:48:34 UTC Post #327169
There's a keyvalue for it. I think it's called 'position' or something like that. There you can choose between Ceiling-mount and Floor-mount. I don't know why, but for some reason it defaults to Floor-mount, even though they are only used in Half-Life as ceiling turrets. You have to set that keyvalue anyway. If you just change their angles, their AI will still think they are floor mounted and will aim incorrectly.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-03 10:53:37 UTC Post #327170
Yep, there is an Orientation option and Ceiling Mount value.
Posted 8 years ago2015-10-04 17:53:19 UTC Post #327205
Yes, sorry, it looks like it is upside down. BUT, I have it set to be "ceiling mount" already. After it has been activated and/or folded back up deactivated it looks as expected.

This describes my problem exactly: "I think it means that you can see inner parts of turret under ceiling when a map has been started. It's a common issue. Probably he should try to set angles for it."

Are there any flags that need to be set to go along with the ceiling mount option? What angles should it have?
Posted 8 years ago2015-10-05 14:19:57 UTC Post #327210
I've checked which options were used by Valve in Half-Life for turrets and found that only Orientation value was set to Ceiling Mount. No changes for angles or something else.
Posted 8 years ago2015-10-07 07:14:25 UTC Post #327217
Yeah I saw the same thing when i looked through the entity setting for the turret in the training map for HL1. There are no strange settings. (fwiw, that turret in the training area looks fine to me).

One other bit of info is that if I noclip into the void and back to the room i have my turret in the turret is then fixed when I return. Its as if there is an issue with its very first initial state upon load of the map, and changes in the PVS fix it.

Its an odd issue.

Appreciate the help so far :)
Posted 8 years ago2015-11-17 08:23:37 UTC Post #327459
My solution for archive sake:

Why this was happening wasn't quite clear, but it seemed like it has something to do with ceiling mounted turrets that start in the same PVS that the player spawns.

Regardless, my solution was to use a scripted sequence to put the turret into its idle pose at the start of the map. The turret now holds the expected pose and look until targeted with logic and then acts normal.
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