Author Topic: Random turret cycling  (Read 1586 times)

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Hey all,

I am attempting to set up a battle scenario where my cap ship's turrets are cycling on and off randomly, aka more a more realistic firing pattern, where the gunners are taking occasional breaks to resight, realign their guns, whatever.  My idea was to set up two argument-based Events, one randomly cycling the turrets on (turret-free), and the other cycling them off (turret-lock), the second Event being a bit slower to repeat than the first so that the guns are firing for most of the time.  Long story short, it's not working, and I can't puzzle it through as to why.  Please take a look at the pics I posted of how I set these events up...any recommendations would be hugely appreciated.

Thanks

killface

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Offline FUBAR-BDHR

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Well your time interval for the free event is 0 so it's processing one argument per frame so at 60fps that's turning on up to 60 turrets while you are only locking one every 2 seconds. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Interesting...my actual in-game issue was that the turrets were constantly OFF, not ON...but adjusting that interval up to 1 did resolve it.  Perhaps merely activating the turrets so often is enough to disable them?  As in hitting the boot button on the PC every second...it's always on, but never running windows  ;)  In any case, thanks.

  

Offline FUBAR-BDHR

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Yea probably every time they get turned on it activates the time delay until they fire. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras