Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
oh.. I posted it on the suggestion section cause if there's no script on workshop (that i think it don't) then it could be a suggestion :D
On The Update:
*Fixes/streamlining of the 2 arm system
*Streamlining some formatting on the workshop page
*Controlling targeting of vanilla and modded turrets
2-armed turrets will be a bit more reliable, and easier to set-up (instructions coming)
Along with this, the script now has the ability to control all fire from every turret on the ship, Vanilla, modded, player made, the lot, just call any turret blocks 'DIRECTED_TURRETS' and they will be controlled by the main director, should the main director get destroyed they should resume default targeting
[known bugs]
- Auto fire does not currently work with Mexpex's cannons, although targeting still does
(i'll be putting more detailed setup instructions on the workshop page)
Please could you specify better? Are you meaning that we have to rename all the EL, AZ, Sensor and gatlings/rockets to DIRECTED_TURRET'S or the group's we have made to let them work? or a new group for each whole turret made of the groups we did before?
Hi! sorry for the long reply time, I've been rather busy these last few days, Not currently, unless you feel confident changing a few lines in the code, (I'd tell you what to write and where) Also yeah you can have the script just do one or the other, but the 'unused' one has to be in existence somewhere, (eg tucked away out of sight somewhere on the ship) just not connected to the actual turret,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688803417
It uses a Text panel named "R_TARGET" to fly to coordinates pasted in the public of that text panel.
I was thinking if it was possible to use your turret script to track and output GPS coordinates of ships to that text Panel.. Then the missiles could fly and hit that ship.
Nope, sorry, all I can extract is direction of the aiming turrets, so a precise GPS is a no-no, Alysius already uses a pretty advanced radar though, you might just be better using that, and then just mounting the missiles on the turret itself.