Author Topic: Turret Banks  (Read 3421 times)

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Offline Enioch

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Hi,

I made a turret with 4 firepoints, and I would like two of them to fire a specific weapon and the other two to fire another weapon.

I'd normally table it like this:

$Default PBanks: ("One Weapon" "One Weapon" "Other Weapon" "Other Weapon")

But of course that produces an assertion error, because no turret can have more than 3 pbanks.

Can I 'group' multiple firepoints into a single pbank, to avoid the assertion error?

Thanks
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Offline headdie

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Hi,

I made a turret with 4 firepoints, and I would like two of them to fire a specific weapon and the other two to fire another weapon.

I'd normally table it like this:

$Default PBanks: ("One Weapon" "One Weapon" "Other Weapon" "Other Weapon")

But of course that produces an assertion error, because no turret can have more than 3 pbanks.

Can I 'group' multiple firepoints into a single pbank, to avoid the assertion error?

Thanks

i would have said the error is because you are trying to get 1 weapon bank to mount multiple weapon types.  i dont know how this would be done but you would need to attach two firing points to one weapon bank and the other two on a second within the turret.

having done that the table would look like
$Default PBanks: ("One Weapon" "Other Weapon")
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Offline Enioch

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Ooooohkay  :nervous: I can see the sense in that... And thanks for the response. But I think you're saying the same thing I am.

The original question was: How do I group turret firing points into different primary banks?
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Offline Kobrar44

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I haven't tried that yet, but... you can try making 2 different turrets 'mounted' on the same model. They would have the same fov, so they would most likely target the same target, and if you set HP and everything else the same, except weapons, they MAY work. But it is not confirmed. Yet. Just an idea.
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Offline Wanderer

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Well... There is a subsystem flag "fixed firingpoints" which attaches weapons to their respective firingpoints. But as there are only three primary weapon slots per turret it wouldn't solve the issue here... Perhaps something new might be needed.
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Offline Aardwolf

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Sounds like he wants a turret with 4 guns all firing the same thing (possibly simultaneously?), is that correct?

 

Offline Trivial Psychic

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Here's a possible idea, but it involves modifying the weapon entry itself, and it may not work properly.  Set up your 4 firepoints, and have three slots on the turret's entry.  Give slots one and two individual weapons, but for turret three use a weapon with a swarm of 2 and no inter-swarm fire-delay.  Then use the "fixed firepoints" subsystem flag.  Now, this will definitely cause the weapons to stick to their firepoints, but with firepoint 4 being unassigned, I'm not sure if it will allow the swarm weapon to use it.  It may result in firepoint 4 not being used at all.  Really, there needs to be some SCP upgrades to overcome this kind of situation.

Now, if you want mixed weapon types, like combining pulse or beams with missiles, then its a synch and has been possible since FS1.  Just look at the Faustus table entry.  You can assign up to 3 laser/beam and 3 missile slots per turret.  There's still the limit of 4 firepoints per turret, but you can get around that in the model file by making two turret entries on the same turret submodel with 3 firepoints each... which was done with the original Aeolus model for its flankside AAA and Flak turrets, though without any multi-slot or mixed weapon types.

It may work for you.

Later!
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Offline General Battuta

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Shouldn't you use burst instead of swarm? Swarm is a bit clumsy for use on primaries.

 

Offline Trivial Psychic

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I'm not familiar with burst, but I have been away from the modding community for quite a while.
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Offline Enioch

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Sounds like he wants a turret with 4 guns all firing the same thing (possibly simultaneously?), is that correct?

Nope. There's a turret with two long-barreled guns and two short-barreled guns. I want it to fire different lazors from the short-barreled guns.

Here's a possible idea, but it involves modifying the weapon entry itself, and it may not work properly.  Set up your 4 firepoints, and have three slots on the turret's entry.  Give slots one and two individual weapons, but for turret three use a weapon with a swarm of 2 and no inter-swarm fire-delay.  Then use the "fixed firepoints" subsystem flag.  Now, this will definitely cause the weapons to stick to their firepoints, but with firepoint 4 being unassigned, I'm not sure if it will allow the swarm weapon to use it.  It may result in firepoint 4 not being used at all.  Really, there needs to be some SCP upgrades to overcome this kind of situation.

Now, if you want mixed weapon types, like combining pulse or beams with missiles, then its a synch and has been possible since FS1.  Just look at the Faustus table entry.  You can assign up to 3 laser/beam and 3 missile slots per turret.  There's still the limit of 4 firepoints per turret, but you can get around that in the model file by making two turret entries on the same turret submodel with 3 firepoints each... which was done with the original Aeolus model for its flankside AAA and Flak turrets, though without any multi-slot or mixed weapon types.

It may work for you.

Later!

Hmmmmm.... interesting.

Let me get this straight, because I'm not sure I understand the Wiki here: If I use a turret with three firing points and assign different primaries to each point and if I DO NOT use the flag 'fixed firingpoints', those guns might end up in different firingpoints than the sequence I've tabled them in?

So, if I have a turret with firingpoints 1,2,3 and use this table entry:
Code: [Select]
$Subsystem   (HP percentage and turning numbers)
 $Default PBanks: ("SAAA" "Terran Turret" "SRed")

WITHOUT
Code: [Select]
$Flags: ("fixed firingpoints")
I might get my SRed on the first firingpoint and the TT on the third, for instance?

As for the swarm idea...not bad. Gotta try it. BTW, (@ Gen Battuta)  why would 'burst' work here? Does 'burst' hijack firingpoints like TrivPsy says?

Thanks for all the replies, BTW.
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

  

Offline Wanderer

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Let me get this straight, because I'm not sure I understand the Wiki here: If I use a turret with three firing points and assign different primaries to each point and if I DO NOT use the flag 'fixed firingpoints', those guns might end up in different firingpoints than the sequence I've tabled them in?
If you do not 'lock the firingpoints' then the code will fire the weapons - next weapon to fire will be fired from the next available firingpoint. So yes... usually the weapons will start to migrate from one firingpoint to another.

Quote
So, if I have a turret with firingpoints 1,2,3 and use this table entry:
Code: [Select]
$Subsystem   (HP percentage and turning numbers)
 $Default PBanks: ("SAAA" "Terran Turret" "SRed")

WITHOUT
Code: [Select]
$Flags: ("fixed firingpoints")
I might get my SRed on the first firingpoint and the TT on the third, for instance?
Yes

Quote
As for the swarm idea...not bad. Gotta try it. BTW, (@ Gen Battuta)  why would 'burst' work here? Does 'burst' hijack firingpoints like TrivPsy says?

Thanks for all the replies, BTW.
Neither swarm nor burst should be able to 'use illegal firingpoints'. Burst is just 'cheap' swarm - for primaries it would be far far better to use burst than swarm.
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Offline General Battuta

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When swarm is used on primaries, the AI will not adjust its firing solution between each shot. Burst, on the other hand, will, and therefore performs better and looks a hell of a lot cooler.

 

Offline Trivial Psychic

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By your description however, it would seem that Burst is for when you want a series of shots fired in sequence.  The use of swarm that I was proposing, we be to the end of having both shots fired simultaneously, so there would be no need for inter-shot aiming.  Does Burst cover a situation like that?
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Offline Dragon

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If I understood you well, it can be done by "use multiple guns" flag.

 

Offline General Battuta

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By your description however, it would seem that Burst is for when you want a series of shots fired in sequence.  The use of swarm that I was proposing, we be to the end of having both shots fired simultaneously, so there would be no need for inter-shot aiming.  Does Burst cover a situation like that?

Good question, and I'm not sure. Dragon's suggestion may be the way to go.

 

Offline Wanderer

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Not sure if understand what you are saying..

The weapon/turret code still fires the weapons separately regardless. It does so even with 'salvo mode'
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