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george moromisato
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Betelgeuse wrote:edit: Will starting equipment call the OnInstall event? (not as important as we can iterate through them with onCreate)
Yes, it will (both devices and armor).
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Arisaya
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:D
^^ thanks for all the great new features you're implementing in 1.0

I'm trying to see if it is possible to implement actual turrets in 1.0 (the type that turn to face their enemy and then fire)

so...
Is it possible to either:
a) overlay a "ship" - this would mean the turret could simply turn by itself without special script needs
or
b) use script that finds the target to force a particular animation frame which is functionally a facing, but is just an animation frame as seen by the game, by calculating the direction of the enemy ship (and then using sysCreateWeaponsFire with a variable that represents the item that is installed in that particular turret [this is done sepparatly, for the player in dockscreens, and for non-playerships in an onCreate event] to fire the appropraite weapon)?
(shpOrder gPlayership 'barrelRoll)

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schilcote
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If you could overlay a ship... that means...
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alterecco
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Wolfy wrote: b) use script that finds the target to force a particular animation frame which is functionally a facing, but is just an animation frame as seen by the game, by calculating the direction of the enemy ship (and then using sysCreateWeaponsFire with a variable that represents the item that is installed in that particular turret [this is done sepparatly, for the player in dockscreens, and for non-playerships in an onCreate event] to fire the appropraite weapon)?
The easiest way i can see of doing this would be to use a station type with 40 variants (or how many you need). You could then in the update get the angle of the current ship you have targeted, and change the variant of the turret-station to the variant that matches that angle (using (staSetVariant ...) )

.]
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The problem with aiming a weapon through code is it can't account for motion, aiming where it is now, not where it will be when the shot gets there (even with 1° of accuracy it's useless on anything that moves faster than a raid platform that isn't coming head on.)

Maybe there's a way to account for motion short of spawning a turret-ship and dragging it around with you, but i'm not aware of it.
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Arisaya
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The problem with the turret ship is that it would move slightly off-center as you turn: the turret would have to be placed right over the middle of the ship, so you can't have peripheral turrets
(shpOrder gPlayership 'barrelRoll)

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Betelgeuse
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will we be able to set overlays on ships that dock with certain things like wrecks. So we could do things like what radiation does now.
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Betelgeuse
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with onInstall on an armor will it be able to tell where on the ship it was installed?
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Arisaya
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are overlays entities? :D
so like, a radiation overlay could be "ovRadiation" or something?
and maybe with definable arguments or something it could use?
like sysApplyOverlay(&ovEMP; 50; 25), whereas I define 50 as being the number of ticks in duration, and 25 as the max armor level I want it to affect or whatever I want to define the argument(s) as?
(shpOrder gPlayership 'barrelRoll)

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schilcote
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I think he said that overlays would have a timer thingymajig that you could count up and then could terminate internally.
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
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Arisaya
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[edit] - scratch all that... :P people were misinterpreting it too much.

I'll just use betel's example for my question:

In the weapon's script, can we do somthing like:
(shpAddOverlay ship overlayUNID arglist)
or do we have to create the overlay in the weapon's script, and do it over and over again for every weapon?
(shpOrder gPlayership 'barrelRoll)

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Betelgeuse
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will there be a way of telling the current weapon for the player? Some overlays would need to know what is the current weapon selected.
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Betelgeuse
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will there be some way of controlling the order that overlays get drawn?
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Betelgeuse
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will overlay frame be based on direction or frame number of the object it is overlaying. The reason I ask is how do you make things that rotate with different objects with different rotations.
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Betelgeuse
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I would like to see an event that was called when an item was damaged. The use for it would be if an device added an overlay you would want to remove or modify the overlay if the device was damaged.
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