Alright, i managed to test out your adivce, it helped, partialy, but somehow it helped.
Here is the fragments for ship tables and the configurable script itself:
#Ship Classes
$Name: GTVFg Arpyia#Player
$Short name: TaaCor
$Species: Terran
+Tech Description:
XSTR("RNI systems and Ahketon Corporation collaborated to produce Arpyia-class frigate based on demands from the GTVA security council requesting a tactical rapid-response craft with carrier capability. Taking notes from the design of the successful Deimos-class corvette, the first Arpyia class elegantly integrates a a large fighterbay into well-rounded frame. The first Arpyia class vessel launched six years after the Capella incident.", -1)
$end_multi_text
$POF file: arpyia.pof
$Detail distance: (0, 1350, 8000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 28.0
$Rotation time: 140.0, 140.0, 100.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 200.0
$Max Oclk Speed: 60.0
$Max Weapon Eng: 200.0
$Hitpoints: 100000
$Flags: ( "big damage" "corvette" "in tech database" "player_ship" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -1000
$Closeup_zoom: 0.5
$Score: 1100
$Subsystem: turret01,0.625, 2.0
$Default PBanks: ( "TerSlash" )
$Subsystem: turret02,0.625, 2.0
$Default PBanks: ( "TerSlash" )
$Subsystem: turret03,0.625, 2.0
$Default PBanks: ( "TerSlash" )
$Subsystem: turret04,0.625, 2.0
$Default PBanks: ( "TerSlash" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret07,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret08,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret09,0.833,1.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret10,0.833,1.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "TerSlash" )
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret14,1.875, 3.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret15,1.875, 3.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret16,0.833,1.0
$Default PBanks: ( "Piranha" )
$Subsystem: turret17,0.833,1.0
$Default PBanks: ( "Piranha" )
$Subsystem: turret18,0.833,1.0
$Default PBanks: ( "Piranha" )
$Subsystem: turret19,0.833,1.0
$Default PBanks: ( "Piranha" )
$Subsystem: turret20,0.833,1.0
$Default PBanks: ( "Piranha" )
$Subsystem: turret21,0.833,1.0
$Default PBanks: ( "Piranha" )
$Subsystem: turret22,1.875, 3.0
$Default PBanks: ( "Terran Huge Turret" )
$Turret Reset Delay: 1000
$Flags: ( "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0
$Subsystem: turret23,1.875, 3.0
$Default PBanks: ( "Terran Huge Turret" )
$Turret Reset Delay: 1000
$Flags: ( "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0
$Subsystem: turret24,1.875, 3.0
$Default PBanks: ( "Terran Huge Turret" )
$Turret Reset Delay: 1000
$Flags: ( "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70, 0, 0
$Subsystem: fighterbay, 5,0.0
$Subsystem: radar, 5,0.0
$Subsystem: sensors, 5,0.0
$Subsystem: navigation, 5,0.0
$Subsystem: communications, 5,0.0
$Subsystem: weapons, 5,0.0
$Subsystem: engine1, 5,0.0
$Subsystem: engine2, 5,0.0
$Subsystem: engine3, 5,0.0
$Subsystem: engine4, 5,0.0
$Subsystem: engine5, 5,0.0
$Subsystem: engine6, 5,0.0
#End
-- config stuff start
-- turret group, UI display, R, G, B, Brace padding
turretInit("pd", "Point Defense Turrets: ", 61, 93, 255, 8)
turretInit("flak", "Flak Turrets: ", 61, 93, 255, 8)
turretInit("md", "mass drivers: ", 255, 93, 48, 11)
turretInit("gauss", "gauss cannons: ", 255, 187, 53, 14)
turretInit("torpedo", "apocalypse torpedoes: ", 255, 255, 53, 17)
turretInit("missile", "Missile Launchers: ", 255, 255, 53, 17)
turretInit("gattler", "gattler: ", 255, 187, 53, 14)
turretInit("rapier", "rapier: ", 255, 187, 53, 14)
turretInit("beams", "Beam Cannons: ", 255, 187, 53, 14)
turretInit("lasers", "Lasers: ", 255, 187, 53, 14)
turretInit("aaaf", "Anti-Fighter Beams: ", 255, 187, 53, 14)
end
function defineWeapons()
csc.weapondef = {}
--weaponClassName -> turret group
weaponInit("Point Defense Turret", "pd")
weaponInit("Standard Flak", "flak")
weaponInit("Heavy Flak", "flak")
weaponInit("PD Turret#Player", "pd")
weaponInit("Burst Flak", "flak")
weaponInit("Mass Driver", "md")
weaponInit("Gauss Cannon", "gauss")
weaponInit("Apocalypse", "torpedo")
weaponInit("Warhammer", "missile")
weaponInit("Gattler", "gattler")
weaponInit("Rapier", "rapier")
weaponInit("TerSlash", "beams")
weaponInit("AAAf", "aaaf")
weaponInit("Piranha", "missile")
weaponInit("Terran Huge Turret", "lasers")
end
function defineShips()
csc.shipdef = {}
local
--Karuna
--Entry number - don't forget to change while copypasting this one
i = 1
csc.shipdef[i] = {}
csc.shipdef[i].shipClassName = "UEFg Karuna#Player"
--turrets showing target braces
csc.shipdef[i].turretTargets={"pd", "flak", "md", "gauss", "torpedo"}
--turrets aviable in UI
csc.shipdef[i].turretControl={"md", "gauss", "torpedo"}
--turrets to calculate target range
csc.shipdef[i].turretRange={"turret01", "turret02", "turret03", "turret04"}
-- possible turret weapon groups:
-- {"pd", "flak", "md", "gauss", "torpedo", "gattler", "missile"}
--Custos
i = 2
csc.shipdef[i] = {}
csc.shipdef[i].shipClassName = "UEC Custos#Player"
csc.shipdef[i].turretTargets={"pd", "missile"}
csc.shipdef[i].turretControl={"pd", "missile"}
csc.shipdef[i].turretRange={}
--Arpyia
--Entry number - don't forget to change while copypasting this one
i = 3
csc.shipdef[i] = {}
csc.shipdef[i].shipClassName = "GTVFg Arpyia#Player"
--turrets showing target braces
csc.shipdef[i].turretTargets={"beams", "flak", "lasers", "aaaf", "missile"}
--turrets aviable in UI
csc.shipdef[i].turretControl={"beams", "flak", "lasers", "aaaf", "missile"}
--turrets to calculate target range
csc.shipdef[i].turretRange={"turret01", "turret02", "turret03", "turret04", "turret05", "turret06", "turret07", "turret08", "turret09", "turret10", "turret11", "turret12", "turret13", "turret14", "turret15", "turret16", "turret17", "turret18", "turret19", "turret20", "turret21", "turret22", "turret23", "turret24"}
-- possible turret weapon groups:
-- {"beams", "flak", "lasers", "aaaf", "missile"}
end
-- config stuff end
So here is what came up:
All my weapons turrets now fire on the specified target (or in automatic on their own), but, they cannot be turned off (with the Off-line state), and continue to fire on target.
I also found out that missiles won't fire, no matter what state, changing state changes the target, but still no missiles are launched.
There are maybe something that I must put up in mission on the ship like turret lock's, or other stuff up in events or anything? (Right now I'm only using the "All beams free on mission start" in mission specs).