So fighter/bomber turrets that actually track the closest enemy ship instead of targetting the bombers current target.
#Global Hooks
$Simulation:
[
missiontime = mn.getMissionTime()
if missiontime > 0.5 then
for r = 1,#mn.Ships do
bomber = mn.Ships[r]
stringBomberType = bomber.Class.Type.Name
vectorBomberPosition = bomber.Position
teamBomber = bomber.Team.Name
if stringBomberType == "Bomber" or stringBomberType == "Fighter" then
numberBomberSubsystems = #bomber
for t =1,numberBomberSubsystems do
subsystemBomber = bomber[t]
stringBomberSubsystem = subsystemBomber:getName()
if stringBomberSubsystem == "laser turret" then
tableTargetDistance = nil
tableTargetDistance = {}
tableTargetOrder = nil
tableTargetOrder = {}
for g=1,#mn.Ships do
target = mn.Ships[g]
teamTarget = target.Team.Name
if teamTarget ~= teamBomber then
vectorTargetPosition = target.Position
numberTargetDistance = math.floor(vectorBomberPosition:getDistance(vectorTargetPosition))
tableTargetDistance[numberTargetDistance] = target
table.insert(tableTargetOrder,numberTargetDistance)
end
end
table.sort(tableTargetOrder)
if tableTargetOrder[1] ~= nil then
numberNewTargetDistance = tableTargetOrder[1]
newtarget = tableTargetDistance[numberNewTargetDistance]
if newtarget ~= nil then
subsystemBomber.Target = newtarget
end
end
end
end
end
end
end
]
#End
Script can be easily changed into shipclass specific.