Responding to:cim wrote:NPCs don't quite have a concept of "current weapon" in the same way that the player does, but it's probably close enough.CommonSenseOTB wrote:1)currentWeapon working to query the npc's currently selected or used laser, if that's even possible. The currently chosenWeapon?Sounds reasonable. Might as well be for all ships.CommonSenseOTB wrote:2)weapon positions exposed to javascript as a read property for at least the player ship.Hmm. Not sure about this one, since it's previously explicitly been excluded from being writeable for the player ship.CommonSenseOTB wrote:3)thrust as a writeable property for the player ship(already writeable for the npc's)
1)When an NPC's weapon fires(at that instant) is what I'm mainly interested in knowing which one fired. If it would work any time that it was queried through JS that would be a bonus.
2)That would be cool, and very useful for many things I'm writing.
3)This is what I suspected. What I'm actually wanting to do is lower the ship's thrust to simulate some cool balanced stuff. Perhaps a cap on the writeability of thrust so that you can't write it over the maxThrust value would work? And then apply that modification to the npc's as well? Then it would work like energy and maxEnergy does now in that energy cannot be set higher than the maxEnergy value. Done in this way would be ideal for what I'm doing and be balanced too.
Whatever you can do, thanks in advance, and all the best!