I made another
script that tests ALL of the gun animations, so I can see which work with the critter pack bots and turrets (here is the
msg file). This is pretty cool, there is lots of choice among weapons here. These seem to work:
Pacification Bot
- Minigun
- Avenger Minigun
- Vindicator Minigun
- Gatling Laser
Behemoth
- Bozar
- Light Support Weapon
- Plasma Rifle
- Turbo Plasma Rifle
- Laser Rifle
- YK428 Pulse Rifle
- M60
Cyborg
- Same as behemoth
Hover Robot
- No gun support
- Robo Melee weapon (electrical damage)
Security Robot
- Same as hover robot
Robotic Turret
- Same as pacification bot
Generic Turret
- Dual Plasma Cannon
- PK12 Gauss Pistol
- YK32 Pulse Pistol
- Laser Pistol
- Magneto Laser Pistol
- Plasma Pistol
- Alien Laser Pistol
- Solar Scorcher
- 10mm Pistol
- Desert Eagle
- 44 Magnum
- 9mm Mauser
- Needler
- Phazer (hey cool!) < - no item pic but works on the turret
- Zip Gun (hey cool!) <- no item pic but works on the turret
(14mm and .223 pistols don't work)
Tribal Turret
- Same as generic turret
Pop-Up Turrent
- Same as generic turret
There is a dual mingun in the inventory list for turrets. It actually works with the pacification bot, but this bot only has one gun, so I won't use it on this one. If I put it in the behemoth's weapon slot, he chooses to stomp me to death instead
There is also a dual plasma cannon for turrets. If I put it in the behemoths weapon slot, the behemoth disappears from the map! However, it works on the generic turret (cool). It should also work on the tribal and pop-up turrets then. But if I equip the dual minigun on the turret, the turret also disappears from the map.
And this is cool ... the "robo melee weapon" from the floating eye bot (does electrical damage) works with the hover bot and security bot (good thing because they can't use guns). A level one character will be promptly electrified to death ....
And zip gun and phazer work on turrets. Anyone know anything about these? I don't recall seeing them in the game ....
Note: I don't know how to equip and fire (or animate) the dual minigun, dual plasma cannon, or robo melee weapon in a script the way I can with all other weapons. The only way I am ware of to make these work is to edit the critter in the mapper proto editor, select "add to inventory" and select the weapon, then select "view inventory" and place the weapon in the critter's weapon slot. Then when he is attacked (or made to attack via script) he will use that weapon.