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Can you make a Gyro with a delayed cut off?

11.5k shipster  4.5 years ago

Is it possible to make a gyroscope that deactivates on a timer, based on time after a weapon launch?

Thank you!!

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    11.5k shipster

    @leehopard
    @SnoWFLakE0s

    Pinned 4.5 years ago
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    @Mildycoolerthencool I'm guessing you have the overload mod enabled? (it's installed with the game by default you just need to enable it from the main menu)

    So click on your gyroscope and open the overload menu (it's a blue button on the bottom of your screen), from the drop down at the top select "Gyroscope" , then replace the value for "activationGroup" (the collumn to the right) with your code.
    You'll also need to swap out some parts of the code depending on your plane, replace "X" with the amount of seconds you want it to be enabled for and replace "Rocket" with the name of whatever missile your plane is using.
    Here's an example if you need link

    1.7 years ago
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    @Destroyerz117 where do I need to put the code in?

    1.7 years ago
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    11.5k shipster

    Ok thank you very much @Destroyerz117

    4.5 years ago
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    @shipster
    sum(clamp01(ammo("Rocket") < 1)) < X ? clamp01(ammo("Rocket") < 1) : 0
    is the entire input, put it in as the ag group using overload, change X to the amount of time (in seconds) it should run for.
    "Rocket" is filler for the weapon you want it to be, if its say a the cleaver missile you would use "Cleaver" instead

    4.5 years ago
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    11.5k shipster

    Wait so are those two lines meant to be connected? Or are they two different lines? @Destroyerz117

    4.5 years ago
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    11.5k shipster

    Thank you guys!! @DClass @Destroyerz117

    4.5 years ago
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    @DClass yes

    4.5 years ago
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    12.0k Hellosss38

    In seconds?
    @Destroyerz117

    4.5 years ago
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    @DClass if you want it on Activate1 use:
    sum(clamp01(Activate1)) < X ? clamp01(Activate1) < 1) : 0
    Change the letter X to the amount of time you want it running

    4.5 years ago
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    12.0k Hellosss38

    And you have on when you deactivate ActivationGroup 1 and it waits until a curtain amount of time until it’s deactivate @Destroyerz117

    4.5 years ago
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    @DClass @shipster Credit goes to WNP78 for the original code, I modified it slightly to work when firing weapons, change X to change the amount of time it runs for, I'm using Rocket as an example but change that too the name of whatever weapon you're firing (not the name in xml, the name from part selection), keep the quotation marks they're meant to be there


    sum(clamp01(ammo("Rocket") < 1)) < X ? clamp01(ammo("Rocket") < 1) : 0

    4.5 years ago
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    hol up I swear I have this code already, I'll get back to you in a bit

    4.5 years ago
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    12.0k Hellosss38

    I need to know this as well can you tell me the anwser when you know it

    4.5 years ago