Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: T-Man on December 07, 2010, 03:13:40 am

Title: How do turret subsystem names work?
Post by: T-Man on December 07, 2010, 03:13:40 am
I am curious as to how the turret naming system works, so when you target a turret it says "Laser Turret", "Flak Turret", etc. I assumed it was a hard-coded thing and you could only have the origional 4 from FS (Laser, Flak, Missile, Beam), but i've seen ships with "Pulse Turret" and a couple of the TVWP ships when you target just have "Turret".

Can you control this naming? Do you use the subsystem name function or something else? (i've checked table entries and haven't seen anything that looks to do with it). Had control of this in mind so ships could have "Gun Turret" and "Torpedo Tube" instead of just Laser or Missile.

Cheers people.
Title: Re: How do turret subsystem names work?
Post by: FUBAR-BDHR on December 07, 2010, 04:10:47 am
$Alt subsystem name is your friend.
Title: Re: How do turret subsystem names work?
Post by: Droid803 on December 07, 2010, 02:39:09 pm
That, or you can edit the lcl file or whatever to change all of them globally.
(Say for example, flak doesn't exist in your universe or whatever and it is called something else)
Title: Re: How do turret subsystem names work?
Post by: T-Man on December 08, 2010, 01:44:39 am
I see. I had suspected it would be the $alt subsystem thing but when i looked at some of the existing examples i couldn't see it being used so i thought there might have been something else. Thanks for the help. :)