Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on September 09, 2003, 01:15:28 am
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can we do that freelancer thing with our bomber turrets?
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I would have thought it would be difficult, I'm not a programmer, but I used to be (years ago, in 6502) my thoughts are this :-
1) There would need to be some kind of polling for mouse input during the combat part of the game.
2) A whole new HUD and targetting system would be required, possibly in a different colour to seperate the two 'lead' targets.
3) You would need to be able to lock onto 2 targets at once for the whole system to be affective.
4) The turret has a 180 degree arc, this would be very difficult to combine with the 0 degree arc of the bombers main guns, since you cannot 'look around' in the same way a Freelancer.
It would be nice to see the turret AI atacking more than your current target, but I think manual control would be extremely difficult indeed alas :(
Flipside :D
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why, you could have a system that makes the turret aim for the center of your reticle. If it can't shoot there it simply wont shoot. Like this you could use extra primary firepower, but you couls also be able to use the turret with its own AI. No need for a silly mouse thing :D
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What about a turret that followed a locked target? That might work?
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Originally posted by RangerKarl
What about a turret that followed a locked target? That might work?
Now that sounds intriguing. Add a 'lock turret' button that could be toggled when you've held a target in your reticle for say, two solid seconds. After that, the turret tracks and handles that target independently.
Obligatory Broken Record Time:
This is how things worked in Iwar2 with attached turret-fighters. You gave them, essentially wingman orders to attack your target. I'd love to see that same dynamic in FS2_open.