05/04/98 Cobra ACE turret

Description:

Agile Ceiling mounted Extended angle range turret (108 x 128 x 124).
This turret is exactly the same as the Cobra AWE, the only difference
is that the wall mounting bracket was replaced with a ceiling mount.
The idea behind it is to provide an additional building block to the
map designer who prefers or needs to place the turret on the ceiling
instead of a wall.
____________________

Technical specifications:

Overall dimensions: Length:108  Width: 128 Height: 124

Minimum pitch angle: -90 degrees (towards floor)

Maximum pitch angle: 60 degrees (towards ceiling)

Minimum yaw angle: 0 degrees

Maximum yaw angle: 360 degrees

Speed: 100 (double the default of 50)

Damage: 2 (default)
	      
Entities: turret_base, turret_breach, turret_driver and info_notnull
                          _
Textures: e1u3/turret2_1   |
          e1u3/turret3_1   |- barrel and breach proper
          e1u1/black      _|

          e1u3/turret6_1 : driver's handle & trigger (just a whim)
                          _
          e1u3/turret5_1   |
  	  e1u3/turret7_1   |
          e1u3/turret8_1   |
          e1u3/turret9_1   |- control cabin (p. of turret breach assy')
          e2u1/metal36_4   |
          e2u1/metal3_1    |
          e2u1/metal3_3   _|
                          _
          e2u1/metal37_1   |
          e2u1/metal3_2    |- control cabin spindles + housings
          e2u1/metal4_2   _|
                          _
          e2u1/metal36_1   |
          e2u1/metal36_2   |
          e2u1/metal37_2   |- main swivel bracket (turret base assy')
          e2u1/metal37_3   |
          e2u1/metal37_4  _|

          e1u1/origin : origin brushes

Note: So I used 22 different textures, I wanted it to look good, OK? ;)
      There's nothing in the book that says you can't change them...
      that's if you want to, of course. Oh, another thing: some of the
      textures on the swivel bracket (turret_base) look like they're
      mis-aligned in the editor. DON'T TRY TO RE-ALIGN THEM: they are
      perfectly aligned in the game itself which is what truly matters.
      This is caused by that strange "rotating object texture alignment
      bug" that many of us have experienced when building rotating
      entities in Quake2. It's the only possible workaround of this
      nasty problem.
______________________________

Prefab and map design info:

Just insert this prefab in map and drag it to the ceiling of
the room where it will be placed. Make sure you use texture
lock (if your editor has this feature). Please note that
some of the textures on the turret were rotated to "make
them fit" into the brush shapes and that no editor in the
known universe can texture lock those (yet) when the brushes
are moved so you might have to re-align those. One way to
avoid this is to move the prefab only in increments of 128
with texture lock off but this might not always be feasible
or even desireable depending on the map itself. Also make
sure that no part of the turret sticks outside the "world"
into the void, otherwise the map won't compile properly.
The minpitch and maxpitch values are already optimized to
provide the maximum pitch range while preventing the barrel
from penetrating the ceiling mount.

Most importantly, do NOT rotate this prefab in your map.
If you want it to start at an angle other that 0 at the
beginning of the game, set the "angle" key accordingly
but LEAVE THE PREFAB DRAWN AT 0 DEGREES otherwise it
won't work properly. Also, if you want to limit the
sweeping arc of the turret (presently set at 360), make
sure that the PORTION OF ARC in which it traverses DOES
NOT STRADDLE THE 0/360 DEGREE LINE. For more detailed
info on this, download the wall-mounted version of this
turret (Cobra AWE) and read the section at the end of the
accompanying text file entitled:

"An in-depth look at turrets in Q2". It also contains
a small history of the process I went through with this
prefab plus some mildly controversial rant. Frankly, it's
a bit long so you can skip it but if you're interested in
how turrets work, I suggest that you read it.
________________________

General info:

Prefab type: Quake 2

Editors used: Worldcraft 1.6a and qED v2.0

Build time: 3 hours (was made from the floor mounted version)

Files: You should have: cturret.txt (this file)
			cturret.qgp

Author: EutecTic (jfgrol@cam.org)

Credits: Valve Software for Worldcraft. Matt Tagliaferri, the creator
         of qED and Id software, the creators of Quake 2.

Legal stuff: This prefab can be used and modified to make maps
             and new prefabs at will provided that it's
             redistributed for free. Oh yes,... a little credit
             is always appreciated ;)