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Ability of Turrets to Fire Individually and as a Salvo[No Action Groups]

16.5k DarDragon  4.6 years ago
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    16.5k DarDragon

    sorry for crap quality
    so basically 0:22 is first shot
    only forward turret fires
    1:34 is second shot
    broadside, so both turrets fire
    and finally, 2:04 is the last shot
    only rear turret fires
    no AGs used
    (except AG1 to activate the turrets)

    Pinned 4.6 years ago
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    54.2k CoolPeach

    Yea took a quick look and it seems to have the same issues that I had with reload. Mainly that holding the button resets the reload, but we’ll see if maybe someone will come up with a breakthrough. @DarDragon

    +1 4.6 years ago
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    16.5k DarDragon

    @CoolPeach There is, but I wouldn't say cleaner(well, not yet). If you've seen my post "Autoloader Cannon", there is a way to have reload rates incorporated into the expression of the activation group of the cannon.

    4.6 years ago
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    54.2k CoolPeach

    Hmm yeah I thought about hiding cannons and seeing them to different activation states depending on which if my turrets where enabled, but hopefully maybe there’s a cleaner way to do it with just 1 cannon part. @DarDragon

    4.6 years ago
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    16.5k DarDragon

    Also, it's way easier to do this with AGs. Simply have the front cannons activate with AG1, both cannons activate with AG2, and only the rear(extra 2 cannons) activate with AG3

    4.6 years ago
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    16.5k DarDragon

    @CoolPeach Well it's pretty simple, and also I kinda cheated. So usually, for salvo firing, you'd have 3 of the 4 cannons set to very low delays, and one with the actual reload delay. So that's what I did, all cannons except one on the forward turret have a 0.025 delay. Now, I use some funky trees to stop the cannons from firing when their rotation can't reach the point you are aiming at. But then, when I would aim backwards, the rear cannons would have an insane fire rate. This is where the cheat comes in.There are actually 4 cannons on the rear turret(nudged so they look like just 2 cannons). 2 of them are activated when both guns are able to look at the targeted point, and the other 2 are activated when the turret is looking at a point the forward turret can't rotate to. I simply set the latter 2 to the same delay settings as the forward turret, and then voila, the rear turret acts like the front turret when the latter is not engaged.

    4.6 years ago
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    54.2k CoolPeach

    Huh, so you can individually fire each gun as well as fire them altogether at once? How’d you go about doing that, I’ve tried but I always get issues with the reload time and the guns reloading too quickly

    4.6 years ago