QUESTION: Skunk with turrets - "how hard can it be?"
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QUESTION: Skunk with turrets - "how hard can it be?"
In my books the skunk is some kind of light corvette or M3+ - those usually have turrets... How hard would it be to add a pair of CONFIGURABLE turrets to the skunk, one at the top, one to the bottom.
Configurable being ON/OFF hotkey and being able to mount any of the primary weapons in there, maybe the "npc-variants" but anyways, chaingun, shottie and plasma.
Configurable being ON/OFF hotkey and being able to mount any of the primary weapons in there, maybe the "npc-variants" but anyways, chaingun, shottie and plasma.
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Re: QUESTION: Skunk with turrets - "how hard can it be?"
I wanted to look into that since i created my last weapon mod, but i never found the time.swatti wrote:In my books the skunk is some kind of light corvette or M3+ - those usually have turrets... How hard would it be to add a pair of CONFIGURABLE turrets to the skunk, one at the top, one to the bottom.
Configurable being ON/OFF hotkey and being able to mount any of the primary weapons in there, maybe the "npc-variants" but anyways, chaingun, shottie and plasma.

Currently i'm just very busy with my current projects.
If somebody is willing to take this on then i'd be happy to help if wanted/needed. If nobody else wants to try, i can still look into it, but it may take time.
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No problem, i guess one have to add a connection to the ship where such an turret will be connected to. I guess this is the easiest part, i see a problem how the game tells the turret on the skunk to shoot. We dont have such a thing implemented in the game afaik (no defence officier, which may control the turrets on the skunk)
Thats where i would see the most issues for this mod idea.

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Why oh why cant all ships have access to ALL commands, with only being limited by having X-officer aboard. AKA: one could unlock said commands via modding and not mess about with officers.
That said, i dont mind having a def-officer for the skunk. As long as hes got his own seat somewhere and not taking space. Im using the mod for 9ppl in the crew and im allways out of space.
That said, i dont mind having a def-officer for the skunk. As long as hes got his own seat somewhere and not taking space. Im using the mod for 9ppl in the crew and im allways out of space.
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Thats no problem at all. ^^ If my drones can have non-existing existing pilots, the skunk can get the same sort of defense officer too.linolafett wrote:Because the scripts are running on npcs, not on the ships. No npc=no script. Thats why you also always need a pilot on a ship to let it fly.
(i am not a coder here, artist, so my interpretation may not be correct!)
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Well xenon ships have 'computer' pilots (ie no pilot shown but the pilot entity is there to take the ai scripts), so maybe a 'computer' def officer in the skunk bridge with betty + yisha
R2D2 models in XR format anyone?

X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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There is a problem with that.
Currently the skunk is actually just the cockpit while in space.
The rest of the ship does not exist and therefor there is no place to put the turrets.
If they ever make the skunk, the whole actual skunk, it'll get a lot easier to kill, too.
Currently the skunk is actually just the cockpit while in space.
The rest of the ship does not exist and therefor there is no place to put the turrets.
If they ever make the skunk, the whole actual skunk, it'll get a lot easier to kill, too.

Editing posts since long before I remember.
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Nope...wwdragon wrote:There is a problem with that.
Currently the skunk is actually just the cockpit while in space.
The rest of the ship does not exist and therefor there is no place to put the turrets.
If they ever make the skunk, the whole actual skunk, it'll get a lot easier to kill, too.
https://www.dropbox.com/sh/0ciojrzh4aow ... BQ4ha?dl=0
Those are pictures of the making of Lost Weapons.
You might wanna explain that to me then.

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We have the girl, currently she does nothing, controlling one turret shouldn't be too hard for her.
Anyway, adding an invisible defense officer should be easy, but I'm not sure if the script (fight.defend.capital) would work well, a new one might be needed.
Also, I don't think we can make them target missiles, but I might be wrong.
Anyway, adding an invisible defense officer should be easy, but I'm not sure if the script (fight.defend.capital) would work well, a new one might be needed.
Also, I don't think we can make them target missiles, but I might be wrong.
Last edited by bm01 on Fri, 10. Oct 14, 18:24, edited 1 time in total.
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Whilst it's true that the Skunk's hitbox is the cockpit (front, left of ship) rather than the centre of the ship, would that alone stop the adding of a turret? Drones seem to manage to pretend to dock down the centre line of the Skunk rather than towards the cockpit, for example.wwdragon wrote:There is a problem with that.
Currently the skunk is actually just the cockpit while in space.
The rest of the ship does not exist and therefor there is no place to put the turrets.
If they ever make the skunk, the whole actual skunk, it'll get a lot easier to kill, too.