Do the Weeviloid2's have turrets as well or other subentities? If it's only turrets that are missing, maybe it's the initialise_turret-method of the subentity that messes with the switchAIto of the main entity (without the switchAIto in the launch_actions the turrets are there and working)?Eric Walch wrote:I only forgot about the problem with turrets and escorts. I can't see why it is not working. I created a convoy with your ships as I described with escorts and the whole physical structure of the turret subentity was missing with the escort but present with the mother. (Both were copies of the same ship). Then I gave the ship escorts of weeviloid2's. These ships had their subentities attached. This was observed in the past, but now I've seen it myself. Not firing of escort-turrets I might understand but why the whole structure misses in one case and is present in the other is strange. I can't see why the code sees them different.
EDIT: Indeed, the Weeviloids don't have turrets, but spines with additional lasers. So my money is on some incohereny between the switchAIto and the initialise_turret.
And it would indeed be great to resolve this issue!!!
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Another question to Eric: Is there really no other way than the ones described by you to make a couple of entities a group? I would be in deep trouble then, with my Sentinel Asteroids, because I can't spawn them as escorts. Or is there, alternatively, a way to spawn escorts in another position than the usual wing-formation behind the mother?