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.
