Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on October 07, 2013, 02:59:37 am
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I'm out of the loop a bit.
Can someone tell me if combo turrets are possible (like a laser + missile turret)?
Also, manouvering thrusters on capital ships. I recall them beign on fighters but there was performance issues..or soemthing.
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I swore combo turrets existed (and worked?) in retail.
Maneuvering thrusters work fine on fighters, just that there's only the plume and not the "glow", unfortunately... Presumably they'd work on capships as well, but I think they only activate on acceleration/slide not turning. Could be wrong though.
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Turret AI will use the first weapon's targeting priorities and list of objecttypes it is allowed to fire upon. Meaning you cannot mix weapons that have or do not have huge, supercap, bomber+, bomb, small only, capital+ or any other similar flag that alters targeting priorities or objecttypes the weapon can fire upon. Targeting priorities per weapon can be changed in objecttypes.tbl, you can't mix those either.
In addition, I do not believe mixing primaries and secondaries in one turret works. Even if those existed in retail (Faustus only?).
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Would using the flag "use multiple guns" work?
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In addition, I do not believe mixing primaries and secondaries in one turret works. Even if those existed in retail (Faustus only?).
It works perfectly. I have made turrets with beams + missiles and they work like a charm. Only problem is, you can't have the turret fire dumbfires, because it tracks the target with the first primary firepoint and so the missile firepoint/normal is (almost) never aligned with the target. Thus, a dumbfire missile will never shoot.
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Question 2(3):
Can one give a gattling-like turret a (simulated) cooldown period? I don't want it to fire constantly.
Was thinking of using burst, but I don't know if will look good (will burst stop if target is destroyed, or will the turret shoot out the full one?)
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It'll stop when the target is destroyed (as in, finished exploding, since things that are still exploding don't count as dead and will still be targeted, and can still fire beams etc. Silly, but that's how FSO works).
And then when it starts firing again it'll empty what's left of it's "clip" before reloading.
Well, at least, I presume it works like that, since that's how it works as a player-triggered primary.
Fires only as long as you hold down the trigger; after lifting trigger mid-clip, you fire the remainder of your clip before reloading a new one. Though, I must say, a key to manually reload the clip would be nice...