Turret Commands

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XDrake
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Turret Commands

Post by XDrake »

How do you set the commands for turrets? I guess you would have to go through each of the turret and set them individually.
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Catra
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Post by Catra »

the right place to ask such a question =P

as for the question:

put Fight command software mk1 and mk2 on the ship(for more commands, you have a single command available without em.)

open up the ships command console, scroll down a little bit.

youll see each turret batteries position (up / down / left / right) click on "none" and itll show you what commands available.

pick the command and that turret is set. :)
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XDrake
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Post by XDrake »

Thank you Catra, for the information, I guess I should have been more specific, about the question.

Lets try this again, how do you script, the turrets commands for a ship. I see no specific turrets listed?
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Serial Kicked
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Post by Serial Kicked »

Yes, you should have been ;)

Code: Select all

$ship -> start task $turretid with script '!turret.killenemies.std' and prio 0: arg1=$turretid arg2=null arg3=null arg4=null arg5=null
where

$ship = ship you want to alter
$turretid = turret number, starting at 1

and the script can be any of the !turret.* script


EDIT // Oops i forgot about that, thanks Gazz, it's fixed.
Last edited by Serial Kicked on Tue, 29. Jun 10, 13:29, edited 1 time in total.
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Gazz
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Post by Gazz »

For ES scripts, the first argument must also be equal to the turret ID.
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XDrake
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Post by XDrake »

I am now using AP. Has something changed for setting turret commands?

I can't get even Cycrows cheats to set turret commands for cheated ships!


EDIT:

I have found the problem, I was referencing old script commands!

Now that I have looked I have a new question:

What are the these commands and what are the difference?

!turret.command.alpha
!turret.command.delta
!turret.command.gamma
!turret.swaptask.adv
!turret.attackobject.std

I also have two of the same excate one of these?
!turret.killcapitals.std
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