Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Omniscaper on February 27, 2005, 06:13:57 pm
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I recently converted the BSG with 183 turrets. Though Fred records only ~120, and not all turrets were firing... my framerate suffered BADLY. It seems to me that turrets take up some CPU cycles. Technically, what are the turret limits? Modelview won't even allow me to edit the model, giving me a message about too many gunpoints. 183 turrets are definitely not gonna fly, if I can't edit the MOI (annoyingly only modelview32 can input).
Where can I look up all the weapon flags? The site I have bookmarked no longer exists. I'd like to know how I can put burst fire on turrets. If I can't get 183 on my ship, I'll make 30 count for something.
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They aren't technically considered AI, but there is a fair amount of code to deal with them.
Fun note: tagging DOES do something. If a ship isn't tagged in a nebula mission, the effective range of turrets is only 80% as in normal missions.
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nevermind, misread WMC
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FS doesn't have an AI entity class, it's just sort of hacked in on a per object basis.
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perhjaps this can be addressed and fixed to be made more efficient (for everyone, of course *cough), that would be very cool of you guys to do. or at least have a way to have a swarm of turrets fire vaguely in one direction, that'd do too
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And also rework the aiming. IIRC currently the AI always aims directly at the lead indicator.
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Indeed it does, but there is an amount of inaccuracy introduced. (ie if the weapons subsystem is below 70%.)
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183?
ouch, what's the limit thesedays?