Commander McLane wrote:Simon B wrote:Cool - I thought I saw some npcs with turret lasers but couldn't figure where. (I had thought of putting thargoid turrets central in the ship, since it appears ships can fire through their own hull. Then you can have beams exiting from anywhere.)
Yes, that's the way, and the
only way to go.
So it is, to your knowledge, not possible to put a laser turret anywhere but at the center of the model?
... It is also not possible to have any laser weapon type other than thargoid_laser?
By the way: So far also my efforts to place a Thargoid laser on a subentity haven't brought satisfactory results. I tried to give the Thargoid Carrier three turreted lasers instead of one, but either the subentity lasers didn't fire at all, or in random directions independent of the main laser.
How does that work? Surely the main laser is a subentity? I'm going to have to go look...
BUT: nobody knows if the firing frequency of lasers can be customized?
No, it can't. T'is hardcoded like all laser specs.
Lets think outside the box here....
Speculating: I can slow down a military laser my designating a pulse laser but setting weapon_energy=50; ??
If I mix laser types, I mix firing frequencies??
I was also speculating that it may be possible to set a ship so that it will not fire unless another ship has already fires - in a script? Then, if I set that ship as a subentity... will that ships script still control it enough for the fire-control rules to be kept?
Technically, I can have lasers cycle-fire by specifying a seperate model for the whole ship for each laser. As each one fires, the ship gets replaced with one that has a different fire position. (I'd rather not do that...)
I've decided that the guns are not big enough to have them recoil when fired. You'll never see it happen. This effect is really only useful on a player ship where the gun is visible to the commander. Then, that would be quite cool.
[<anguished cry>griiiffff!!!!!</cry>
I know you've done this - while I'm mucking about with turrets etc - have you got it to tidy code snippets?
(Not urgent: I have no idea what ship to use it on ... yet. Nice to have it as an option. In fact, it's probably worth designing a ship for exactly this effect.)]
Lastly - can I specify in a requires.plist that another oxp be installed or not present?