Author Topic: Beam cannons in turrets (barreled ones), and why some turrets don't fire?  (Read 1522 times)

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Beam cannons in turrets (barreled ones), and why some turrets don't fire?
Sorry if this is a stupid question, but I've had some difficulty when (usually through a simple table edit) trying to put beam cannons as the weapon in a rotating, barreled turret (think WW2 battleship turrets). They won't rotate, aim at things, or fire, even when the parent ship is attacked, beams-free, or ordered to attack a target.

With regards to those turrets--is the rotation/elevation range for such turrets determined by the model, or does the table also play a significant role? And how many beams can I put in a multi-firing-point turret? (I vaguely recall there being a limit of 3, but I can't say for sure.)



Second, on the missions I've made that involve the player using capships (normally just a #player version of existing ships, like the Karuna#player and new Diomedes), the beam cannons on my ship won't ever fire. Usually when playing as a Karuna, the script (as seen in The Blade Itself, WiHp1) for controlling turrets is automatically present, but the Diomedes doesn't have such a feature (yet, apparently); while I'd normally go with the obvious answer in the lack of an appropriate script for the Diomedes, I had no trouble whatsoever with a simple table-edit variant of the Diomedes (that included a couple turrets being changed to beam cannons) in those same missions, where everything worked just fine. So...what's the deal here? Why does one work, but the other never does? I can't remember adding any flags, either.


Any help would be greatly appreciated. :)
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Offline Droid803

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Re: Beam cannons in turrets (barreled ones), and why some turrets don't fire?
Turret FOVs are defined on the POF.

I have a 9-barrelled turret firing 9 (of the same) beams. It's just all a matter of setting it up right.

Did you beam free all the ships in the mission?
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Re: Beam cannons in turrets (barreled ones), and why some turrets don't fire?
I set the 'All ships beam-freed by default' option to 'On' in the Mission Specs. Every other ship in the mission uses all of their weapons/beams just fine.

The other issue has been resolved (was on old version of PCS2 and didn't know it because the wiki page is very outdated, along with all of its links).
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Offline Apollo

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Re: Beam cannons in turrets (barreled ones), and why some turrets don't fire?
If I remember correctly, the 'all ships beam-freed by default' option doesn't apply to player ships. Try using a beam-free all SEXP.
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