安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
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?