安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
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?