Healing Turret

blankgirl
Posts: 322
Joined: Fri Dec 16, 2011 4:25 pm
Location: Nebraska, USA
Contact:

Healing Turret

Post by blankgirl »

How about a turret that auto-heals nearby turrets when placed close in proximity? As in, an auto-heal turret could be placed beside a laser turret and repair the turret every time it becomes damaged? Of course these things would need a max limit for each team otherwise nothing would ever get destroyed

Or would this become the most annoying turret in Annihilation?



<!>blankgirl
Image
Lawlz wrote:
S']['U wrote:
DaJ4ck3L wrote:i love blank girl
:ghey:

You do know that blankgirl is a guy, right? :shh:
I think everyone knows this since he posts pictures of himself after a fucked-up nights. XD
User avatar
KILROY
Posts: 1315
Joined: Sat Apr 05, 2014 8:59 pm
Location: Texas

Re: Healing Turret

Post by KILROY »

No go, it's bad enough having all the turrets that can be placed already. Tribes is a "TEAMWARFARE" game, not "TURRET" warfare.
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Healing Turret

Post by perrinoia »

Can't be done, anyway.

Turrets don't target other turrets. Only players. Same with bots. Bots won't target turrets either.

Actually... I suppose it would be possible if you made it more like a Tesla coil than a turret.
  • You'd have to periodically use containerboxfillset to find all of the staticshapes in range.
  • Then sort through all of the objects in that set, adding only friendly, damaged, turrets to another set.
  • Then create a repair bolt from the antennae to each object in that group.
  • Finally, you'd have to delete the repair bolts once the target is repaired or deleted.
It would be fun/challenging to code, but I wouldn't want to play on a server hosting it.
Image
Doctor_Arsenic
Posts: 31
Joined: Sat Jan 14, 2017 7:23 pm

Re: Healing Turret

Post by Doctor_Arsenic »

Plasmatic made a repair turret in vengeance mod. Set the turret to enemy team and it will shoot you, maybe add some code to not shoot anyone else so that in multiple team matches it doesn't repair enemies when they raid lol
I am running 2 promotional campaigns for http://thelandofoz.net/tribes/

You can see how they are doing here:
#1. https://goo.gl/#analytics/goo.gl/uVM7ON/all_time
#2. https://goo.gl/#analytics/goo.gl/c8QSjT/all_time
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Healing Turret

Post by perrinoia »

It doesn't shoot turrets though. That's the suggestion.
Image
Doctor_Arsenic
Posts: 31
Joined: Sat Jan 14, 2017 7:23 pm

Re: Healing Turret

Post by Doctor_Arsenic »

Eyes skipped that part lol
I am running 2 promotional campaigns for http://thelandofoz.net/tribes/

You can see how they are doing here:
#1. https://goo.gl/#analytics/goo.gl/uVM7ON/all_time
#2. https://goo.gl/#analytics/goo.gl/c8QSjT/all_time
AnniDv6
Posts: 1030
Joined: Mon Dec 12, 2011 3:25 pm

Re: Healing Turret

Post by AnniDv6 »

We could probably craft some sort of explosion that seemingly heals everything inside it via a box and just have the turret detonate one every so often.
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Healing Turret

Post by perrinoia »

Might as well simply make the explosions do the healing.

The hard part is telling it when to explode... I suppose you could schedule a recurring function to scan for damaged objects in the area... If any are found, it pops a nut.
Image
AnniDv6
Posts: 1030
Joined: Mon Dec 12, 2011 3:25 pm

Re: Healing Turret

Post by AnniDv6 »

I think the neuro basher does something similar already.
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Healing Turret

Post by perrinoia »

Maybe, but I always thought it detected targets the same way a missile turret did.

If you're correct, we should modify the Neuro bashers to target OS missiles, too, and get rid of the control jammer.
Image
Post Reply