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Yes.
"i notice it seems u use interior turrets as designators"
I made a lot of the documentation and examples above years before when interior turrets had 800m range. It is just a regular (albeit subpar) turret now.
"detects enemies / allies"
For clarity, turrets only detect what they shoot at. If you want to detect allies, you should use a custom turret controller as a designator.
"can i use the custom turret as the designator"
As in a custom turret controller? Yes, that will work with this script.
i notice it seems u use interior turrets as designators, does the interior turrets range effect how it detects enemies / allies for the slaved turrets?
also does this stop ur turrets from shooting ur own ship or only ally ships?
i have a strange multi turret set up on top of my ship. (big grid) 1 assault cannon, 2 chain guns, 2 missile turrets, 1 custom turret. can i use the custom turret as the designator or would it be more viable to use an interior turret for each of my AI guns and for the custom
what issue are you having?
I've never been able to get it to work, it sees custom turrets fine but it never finds the Designators.
"Unsorted rotor(s) found:
"2 traverse"
"2 elevator"
Checked ownership as per brought up by the other comment on this issue, it's all mine. How do i fix this?
I just want my guns to stop shooting at my own buildings, what do I need to do?
Alternatively, you can use TCES in conjunction with custom turret controllers to control your turrets. That way you get the turret stabilization and rest angle behavior of MART with the AI targeting potential provided by the turret controller itself. Also turret controllers have special code to only fire the turret you are actively controlling that MART simply doesn't have access to.
And about the second thing. When I fire MART (rear) turret, the other (underbelly) fires aswell. Could this be helped?
Change "- Avoid friendly fire (own ship)" to false.
Also I noticed that you changed the nametags for both MART and the turret slaving script to be the exact names of their respective turrets. Just be aware that if you want to have more turrets controlled by MART or the turret slaving script, all additional turrets will require that full name tag in their names to be registered by either script (which could end up clunky)
I've post the skeletized debug version of the problematic build:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3315988361
1st is on this script [Gun, 2 Rotors, Designator];
When I'm in direct control it fires only rounds for the designator.
Designator mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2325483917
2nd is on MART [Gun, 2 Rotors, Camera, Seat];
For it to fire i need to drag gatling gun to shortcut bar, when I fire, both turrets fire.
Can't seem to get the script to recognise the left right rotor, up down hinge, or the weapons
Turret Summary:
1 rotor turret group(s) found
Error 1:
No weapons, tools, lights or
cameras found
Error 2:
No base rotor found
Error 3:
No secondary rotor(s) found
Warning 1:
Unsorted rotor(s) found:
- "Turret Pan"
- "Turret Tilt"
I have weapons, a rotor and a hinge in this turret group.
quick Question, does die AI turret slaving Part still work? I need it so the turrets stop blasting my plane wings. Thx