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Also just a random question... whats to stop me from putting a teleporter "inside" the ship that goes to the outside of the ship? is there any negatives or will it attempt to put the person back in the ship or does it break something all together?
Big appreciate for the detailed feedback. Obviously none of that should be happening lol
Any chance you could send me your mission file?
My discord is alsomjon
4) In the dedicated MP environment, the hangar teleporter does not work. Granted, when I tested this it was with 3 possible teleporters active (1 in the "paris" rear hangar, one on each side of the corvette hangar), but each hangar teleport put us somewhere wildly outside the map, wether it be exiting or entering the ship.
I obviously am not demanding this be fixed immediately, this is a LONG list of work, but if it is ever able to be touched up on, that'd be awesome. The potential with this mod is massive, and I'd love to put it to use in a way akin to Nebulous Fleet Command.
1) I tried to utilize a T100 Futura as a discounted MAC gun in the nose of the Paris. This worked in SP, but in MP anyone who attempted to control the turret would not see the inside of the turret or scope correctly.
2) Several turret types that I wanted to use to spice up the Paris and Corvettes "assumed" arsenal, when destroyed force the player into a fixed camera POV that they cannot exit out of. This includes both vanilla Radar systems, the OPTRE M95 Lance AA turret, and vanilla Remote Designator.
Definitely going to look into adding a repair station / some sort of damage control. Might be a little bit with all that life is but that'll probably be the next big update I do. Appreciate the feedback!
You can absolutely attach hitpoints to the outside of the ship.
The mod just checks if its within the "Ship Trigger" radius to see if it should move with the ship or stay still
The Engines will also spawn fire when destroyed so there's feedback for your players on the ground to know they've destroyed the engines.
No limit to the number of guns that can be placed. Just double checked and tested on the live branch with 20 turrets and had no issues.
Assuming you're not getting any RPT Errors, double check that your Console/Laptop/Controllery thingy is within the bounds of the Ship Trigger. That's how I figure out what the console is Vs the turret. Other thing to check would be make sure your turret module is connected to the ship module. Its super easy to lose things the mess that is all of those sync lines
Ship rotation added