Turret/Camera
From Wiki001
A turret/camera is something that may or may not be used by a character, which can use an item or merely notify enemies of a character's existence. They are created from a turret/camera resource.
Contents |
Options
- Direction
- This is the angle the turret/camera will start at.
- Texture
- Is the turret/camera resource this will use.
- Disable Collisions (box)
- Checking it will make your vehicle ignore walls, trees, etc. It will just move through them. Good for making ghost vehicles
Rotation
- Turning Speed
- Determines how fast the turret or camera will rotate either automatically, or manually by a character.
- Turning Range
- Alters how much the turret or camera may rotate from its initial direction. If this is set to 180 and it is set to Automatic, the turret will only tend to go in one direction.
- Field of View
- Change this to alter how wide of a view the turret/camera will have in noticing characters. If it is set too low, the turret or camera will quickly lose characters that move out of the way.
- Initial Direction
- The direction the turret will start in when in Automatic state.
Visual
- Disable Lighting (box)
- Checking it will make the turret/camera ignore the map lighting. In a dark scene, this will make a turret or camera quite visible to the user.
- Color
- Is the color of the affected parts of the turret/camera.
- Opacity
- This is how visible the turret/camera is. Scrolling to the left is invisible, center is half-visible and right is completely visible.
- Glow
- The glowing color of the turret/camera.
- Flip Vertically (box)
- Will make the turret/camera show upside-down. Movements are NOT changed.
- Flip Horizontally (box)
- Will make the turret/camera exchange right and left. Movements are NOT changed.
- Display Shadow (box)
- Unchecking this, the turret/camera will be shadowless.
- Invisible
- Checking this box will erase the image. It can still be hit and function, though.
Action Genre Behaviors
- Team
- The team this belongs to, which will affect how it will function and act around enemies when it is automatic.
- Visual Distance
- How far, in pixels, the turret or camera will be able to notice characters.
- Control
- Determines how the turret or camera will be controlled. Automatic will make the turret automatically attack enemies and rotate. Manual will allow characters to control the turret or camera. Friends or enemies of the designated team does not alter who and who may not control the turret/camera when Manual is set.
Triggers
- Attempted to control
- A character is trying to control the turret.
- Saw enemy
- An character from an opposing team is noticed.
- Lost enemy
- The character that had been noticed is no longer being noticed.
Scripting
Events
Properties
- Able to Move
- Non-zero if the turret or camera is able to rotate.
- User
- Name of character controlling the turret or camera.
- Turret Color
- Color of the turret or camera.
- Face
- Non-zero if the turret or camera is affected by light.
- Name
- Name of the turret or camera, which can be used to identify it when using "relate" and "this".
- Invisible
- Non-zero if the turret or camera is invisible.
- Invincible
- Non-zero if the turret or camera has no collision.
- Visible Shadow
- Non-zero if the turret or camera has a shadow.
- Shadow Color
- Color of the shadow.
- Turret Glow
- Glowing color of the turret or camera.
- Team
- Name of the team the turret or camera belongs to.
- X Position, Y Position and Z Position
- Current position.

