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Custom turret Ids

#1
So, I'm still making my satelite and I ran into a bit of a problem that I don't think I can fix with LUA.
If you destroy the satelite's shield, the LUA doesn't really know how to handle it.

My problem is pretty much in the way the game handles weapon Ids.

Let's say we have 4 weapons:

Quote:Id: 4, Laser
Id: 3, Laser
Id: 2, Cannon
Id: 1, Turret

Now, if I destroy the Turret 1, the game just deletes the id, and after repairing the ship, the game adds the turrets Id after the other Ids, so what ends up happening is this:

Quote:Id: 4, Turret <--Repaired Turret 1
Id: 3, Laser
Id: 2, Laser
Id: 1, Cannon

As you can probably understand, this messes up any LUA based turret controls pretty easily.

So, a suggestion:
Option A: Make the game keep an Id on the turret from the blueprint, kind of like with the SubConstructs.
As far as I know, you can't use the SubConstructs to aim a turret, which is where my problem comes from. You can use it to aim a weapon, but not the actual turret.

Option B: Make it possible to create a custom Turret Id. This would fix the problem as well as making some pieces of code easier to understand when you don't have to memorize the Turret Ids.

[Image: attachment.php?aid=50485]


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If my ship isn't capable of wiping out every other ship in the game, it's not powerful enough.
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Messages In This Thread
Custom turret Ids - by Juusoz - 2018-05-14, 09:12 PM
RE: Custom turret Ids - by Gladyon - 2018-05-15, 06:52 AM
RE: Custom turret Ids - by Juusoz - 2018-05-15, 01:46 PM
RE: Custom turret Ids - by Gladyon - 2018-05-15, 07:21 PM
RE: Custom turret Ids - by Juusoz - 2018-05-15, 08:58 PM
RE: Custom turret Ids - by Fernir - 2018-05-15, 07:15 AM
RE: Custom turret Ids - by Gladyon - 2018-05-15, 09:10 AM
RE: Custom turret Ids - by Fernir - 2018-05-15, 11:49 AM

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