Turret Script.
20 years 9 months ago #8620
by Tarcoon
Replied by Tarcoon on topic Turret Script.
Oops - you are right MT - sorry for that confusion.[]
He is bored by that stupid turret behaviour.
Or he is looking for a mod by "Dark" from the modders section.
The site seems to be down. There was some laser beam modifikation for the turret.
Once I had it, but it's gone with my last HD
He is bored by that stupid turret behaviour.
Or he is looking for a mod by "Dark" from the modders section.
The site seems to be down. There was some laser beam modifikation for the turret.
Once I had it, but it's gone with my last HD
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20 years 9 months ago #8629
by Javelin
Replied by Javelin on topic Turret Script.
Whoops, Sorry about the confusion.
I was refering to the Dock-on Auto turret.
I know if left to its own devices it will shoot at anything close.
I'm just want the option of shutting the darn thing off, so it dose'nt
kill the transport I'm trying to pirate. [}]
Again, Sorry for all the fuss and thanks for the replies
I was refering to the Dock-on Auto turret.
I know if left to its own devices it will shoot at anything close.
I'm just want the option of shutting the darn thing off, so it dose'nt
kill the transport I'm trying to pirate. [}]
Again, Sorry for all the fuss and thanks for the replies
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20 years 9 months ago #8643
by Tarcoon
Replied by Tarcoon on topic Turret Script.
Isn't there a shut off in the hud commands for the engeneering screen?
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20 years 9 months ago #8648
by Shane
Replied by Shane on topic Turret Script.
Has anyone tried switching the mode of the turret? There are two turret modes... one to automatically fire at enemy contacts and one to follow turret-fighter commands. The information is in the Sim and Subsim document (in the Graphics SDK).
When working with turrets before, I had mine following commands... without having to write a script.
<font size="1"><font face="Book Antiqua"><font color="black">"Never before in the history of the world had such a mass of human beings moved and suffered together. This was no disciplined march; it was a stampede-- without order and without a goal, six million people unarmed and unprovisioned, driving headlong. It was the beginning of the rout of Civilisation... of the massacre of Mankind."
--H. G. Wells The War Of The Worlds</font id="black"></font id="Book Antiqua"> </font id="size1">
When working with turrets before, I had mine following commands... without having to write a script.
<font size="1"><font face="Book Antiqua"><font color="black">"Never before in the history of the world had such a mass of human beings moved and suffered together. This was no disciplined march; it was a stampede-- without order and without a goal, six million people unarmed and unprovisioned, driving headlong. It was the beginning of the rout of Civilisation... of the massacre of Mankind."
--H. G. Wells The War Of The Worlds</font id="black"></font id="Book Antiqua"> </font id="size1">
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20 years 9 months ago #8649
by Javelin
Replied by Javelin on topic Turret Script.
Tarcoon, yes there is one but, I was hoping for some thing less
cumbersome. Now if I could figure out how to set that up for a
keystroke, that would be cool.[8D]
Shane, Haven't tried that yet, but I will give it a whirl.
cumbersome. Now if I could figure out how to set that up for a
keystroke, that would be cool.[8D]
Shane, Haven't tried that yet, but I will give it a whirl.
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20 years 9 months ago #8654
by Tarcoon
Replied by Tarcoon on topic Turret Script.
there is a dock_on_turret.ini in resource.zip with this content:
(subsims/system/player)
; The turret mode (check src/gameplay/ship/icTurret.h for modes). At time of writing
; 0 = Full Control, 1 = Contact list target based
turret_mode = 0
I can't find that src/gameplay...
What happens if you change turret_mode ?
(subsims/system/player)
; The turret mode (check src/gameplay/ship/icTurret.h for modes). At time of writing
; 0 = Full Control, 1 = Contact list target based
turret_mode = 0
I can't find that src/gameplay...
What happens if you change turret_mode ?
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