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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername, novemberdobby
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Author Topic: Help getting SP turret working
tunini
General Member
Since: Apr 7, 2011
Posts: 23
Last: May 26, 2011
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Level 1
Category: CoD4 SP Mapping
Posted: Monday, May. 9, 2011 08:43 pm
9837265498 writes...
Quote:
I had this about a month ago....


you need your turret with all its settings be targeted by a node_turret.

That is all i needed and the errors went away.

took for ever to put that together though :)


Thx man, still no luck with the 50cal_turret_technical. My fix for now is to just delete it and insert it when Im done compiling reflections. But if you have any other ideas, please let me know. Thx.
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voidsource
General Member
Since: May 5, 2007
Posts: 1506
Last: Apr 21, 2013
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Level 8
Category: CoD4 SP Mapping
Posted: Monday, May. 9, 2011 11:06 pm
i really dont know wat to tell u if the node targeting the mg isnt working, maybe u got the wrong weapon info in it? [ohwell]

edited on May. 10, 2011 02:07 am by voidsource

maybe keep all the info that u already have but change the weapon info to 'saw' and maybe that could work?
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tunini
General Member
Since: Apr 7, 2011
Posts: 23
Last: May 26, 2011
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Level 1
Category: CoD4 SP Mapping
Posted: Tuesday, May. 10, 2011 12:42 am
voidsource writes...
Quote:
i really dont know wat to tell u if the node targeting the mg isnt working, maybe u got the wrong weapon info in it? [ohwell]

edited on May. 10, 2011 02:07 am by voidsource

maybe keep all the info that u already have but change the weapon info to 'saw' and maybe that could work?


Can anyone confirm that weaponinfo 50cal_turret_technical even works? I know that rpd_bipod_stand (all stances) work but not 50cal. Its weird.
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voidsource
General Member
Since: May 5, 2007
Posts: 1506
Last: Apr 21, 2013
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Level 8
Category: CoD4 SP Mapping
Posted: Tuesday, May. 10, 2011 07:02 am
oh it works my friend it works. ive done it before and it works. but that was a while ago though.
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
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Level 4
Category: CoD4 SP Mapping
Posted: Tuesday, May. 10, 2011 07:54 pm
this may be too much trouble for what its worth, but i made a custom turret for whatever i needed in Assman. Of course mine was the barret and there wasn't already a turret asset for it.

you could look into that.

the reflections issue of needing one instance in the map i have never quite solved. The node turret fix is for a similar error i got where it would say my turret has no node.

gl [thumbs_up]
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tunini
General Member
Since: Apr 7, 2011
Posts: 23
Last: May 26, 2011
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Tuesday, May. 10, 2011 10:31 pm
9837265498 writes...
Quote:
this may be too much trouble for what its worth, but i made a custom turret for whatever i needed in Assman. Of course mine was the barret and there wasn't already a turret asset for it.

you could look into that.

the reflections issue of needing one instance in the map i have never quite solved. The node turret fix is for a similar error i got where it would say my turret has no node.

gl [thumbs_up]


Yeah, I gave up trying to fix this as well.

For reference sake, the 50 cal does work because I do have technicals driving around and shooting back at player. But in order for you to compile reflections, just delete the 50 cal instance and render reflections if you need to. Then put it back in once you're done. You can compile BSP and create new *.ff and run the game and all will be fine.
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