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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on July 30, 2007, 08:57:44 am

Title: Hybrid turrets?
Post by: Kazan on July 30, 2007, 08:57:44 am
Does the engine support a turret having both Pbanks and Sbanks?
Title: Re: Hybrid turrets?
Post by: Harbinger of DOOM on July 30, 2007, 12:30:32 pm
I think so.
Title: Re: Hybrid turrets?
Post by: Polpolion on July 30, 2007, 01:05:24 pm
:eek:

That's a sweet idea!
Title: Re: Hybrid turrets?
Post by: TrashMan on July 30, 2007, 01:15:40 pm
Best be sure...I don't want to put a gatt gun & missile launcher combo turret on my ships only to find out the missiles can't fire!
Title: Re: Hybrid turrets?
Post by: Kazan on July 30, 2007, 01:41:44 pm
kara didn't know so the only way is to try it
Title: Re: Hybrid turrets?
Post by: BlueFlames on July 30, 2007, 01:51:44 pm
The default configuration on the Faustus has a turret that fires a blob, an Akheton, and Rockeyes.  I think it chooses one primary or the other, but it will fire one primary and the secondary.
Title: Re: Hybrid turrets?
Post by: TrashMan on July 30, 2007, 01:58:01 pm
In that case...SWEET :)
Title: Re: Hybrid turrets?
Post by: akenbosch on August 03, 2007, 02:26:36 pm
$Subystem: Turret01 10,03,0.0
$Default Pbanks: ( "laser" "gun" )
$Default Sbanks: ( "missle" "Bomb"
$Flags: ( "carry no damage" "use multiple guns" )

like that :)
Title: Re: Hybrid turrets?
Post by: Snail on August 03, 2007, 02:33:55 pm
I can tell you now that it would not work.
Title: Re: Hybrid turrets?
Post by: akenbosch on August 03, 2007, 02:41:14 pm
forgot...in pcs/modelview, its either "gun turret" or missle turret.
/me adds hybrid turrets to "things to ask the SCP for" list
Title: Re: Hybrid turrets?
Post by: TrashMan on August 03, 2007, 02:46:13 pm
Well..If you remove the type check, so that the engine really doesn't give a damn what it is and only assigns it a name (laser turret, beam turret, missile turret) depending on the weapon type in the first slot..that could work..

Well, that, or add another turret type in FSO and PCS...


*Seconds motion for Hybrid turrets!*
Title: Re: Hybrid turrets?
Post by: Hades on August 03, 2007, 03:10:25 pm
Hey while your at it add repair turrets or somthing like that. :P
Title: Re: Hybrid turrets?
Post by: akenbosch on August 03, 2007, 03:11:47 pm
/me asks SCP team
Title: Re: Hybrid turrets?
Post by: TrashMan on August 03, 2007, 03:35:09 pm
Hey while your at it add repair turrets or somthing like that. :P

You mean support for negative damage values?
Title: Re: Hybrid turrets?
Post by: Kazan on August 04, 2007, 12:23:24 am
being missile vs gun turret doesn't actually matter apparently... fs2 apparently merges the TGUN and TMIS chunks and always has
Title: Re: Hybrid turrets?
Post by: Wanderer on August 04, 2007, 01:18:40 am
Only problems with multi weapon turrets is that (both AFAIK and IIRC)

1) Weapons alternate firepoints (also with 'salvo option')
2) SBanks and PBanks alternate independently 

So basically if you have featureless blob turret then it works ok, otherwise it aint pretty...
Title: Re: Hybrid turrets?
Post by: TrashMan on August 04, 2007, 04:36:45 am
So can we have this in 3.6.10???? PWETTY PWEEEEASEEE :sigh: :sigh: :sigh: :sigh: :sigh: :sigh: :sigh:
Title: Re: Hybrid turrets?
Post by: Harbinger of DOOM on August 04, 2007, 10:20:46 am
Only problems with multi weapon turrets is that (both AFAIK and IIRC)

1) Weapons alternate firepoints (also with 'salvo option')
2) SBanks and PBanks alternate independently 

So basically if you have featureless blob turret then it works ok, otherwise it aint pretty...
'slavo' option?! DO TELL!!!
Title: Re: Hybrid turrets?
Post by: Wanderer on August 04, 2007, 12:26:38 pm
http://www.hard-light.net/wiki/index.php/Subsystem#.24Flags: