Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
-For the duration of rotation on the Elevation rotor a specific sound file plays."
I think this is better suited for a separate script. That would be pretty straightforward I think.
"- The moment the turret is aligned with the AI turret(or, when it has a firing "solution"), an action is triggered"
Currently the code supports triggering of timers once the turret is aligned :)
"- The moment an enemy is no longer detected(has been destroyed) another action is triggered, in my case the cessation of barrel-spin by the mentioned rotor."
Hmm... This could be added in, but I am worried about adding too much complexity to the code. Though I am confident that a separate code could interface with this pretty easily without hindering the slaving script.
Check the bottom of the instructions
Can you change to ignore other blocks in turret?
Thank you so much for this script, you are a legend! :D
Unless I'm misunderstanding what you are asking.
You basically understood what I meant but it was more for the sake of reappearing targets. Let me give you a example; There is two fighters that are gonna fly into detection range one after another. Lets say the first one gets destroyed before the second one gets detected. It would be a much faster reaction if the turret waited a moment just in case another target like said fighter appears and it doesn't have to reorientate itself even though it was just aiming there before hand.
Long story short: Return position delay?
A one second delay is already built in, I'll try and make that a variable that y'all can easily customize
That's already a feature. Read the main page of the script (no worries, I made the same mistake a few months ago and asked the same thing, look up about 8 replies)