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I'll fix it as soon as I can, but there are better turret scripts out there now.
U have a bug in ur code. Probably a leftover line of code which I don't see a use for.
In line 44: "blocks[e].SetValueFloat( "Velocity", 0 );"
It sets ALL rotors to 0
Keep up the good work.
You can do that with this script too. It is how I used it.
- https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=378793632
Im curious what makes his rotors move so instant and on track, as it makes small turrets more viable
it seems he has set up the timer block to move faster than its supposed to, could this be implemented into your script? would that mess up with the ability to slow down the rotor movement you implemented? etc
with the setup you have where you can slow down the rotors is Key in my newest Prototype, where im making a set of a 4 huge engine setup on rotors, but the size makes it impossible to use without slowing down the rotors
but bottom line if u run the script default. you need to name the rotor: [CAT] Rotor [RS1] etc. just look in the script for what you need to name the rotors. and remember, scripting is case sensitive
const float SLOW = 5; // how much to slow down the turret rotation speed by (needed value depends on small or large ship)
do i just change the number here? what do the values mean etc? :)
What is a prefix? is it the ship name? antenna name? do i name the rotors slave or RS1.
- i suck at these things
I have an awful tendancy of leaving SHIP_PREFIX = "[CAT]" since that is the prefix of my test ship.