Last Updated
18/07/2008 - Improved the missile detection loops
Download link
Click here to download
This uses tfile 7142, and turret command 31 (And the associated command text entries)
Major differences/improvements
Targeting
Scans *all* missiles currently targeting ship, rather then just the nearest.
Only fires on "Little ships" (M3-5's, TS's and TP's). Has an enforced maximum possible targets to prevent lag.
Anti Missile handling
Unlike the existing missile defence script, where it would stop working when an incoming missile was out of firing range (More specifically, it will stay locked onto the nearest missile until it ceased to exist or moved into range), this script will keep cycling through all missiles until it finds something it can shoot at, and if it can't it then cycles through up to 20 targets.
Fire Handling
Rather then most turret scripts where it would turn, shoot, turn shoot, this script turns, shoots 3 times, and turns again, allowing the turret to achieve a faster firing rate. However, if your turret uses slow firing weapons, you will find that it will miss alot as it will still fire the predefined 3 times, but the target will no longer be where the turret is aiming at.
Another feature is that it fires a maximum of 15 volleys (of bursts of 3) at a target, then it will try to find a closer target. This is to try and maximise hit probability and fire rate.
My thoughts on the script


Coming Soon
I'm integrating customization over the size of bursts and volleys with the console system that I'm currently writing. I'm also going to change the max # of targets to have a max# missiles, and max# targets.