QUESTION: Skunk with turrets - "how hard can it be?"

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swatti
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QUESTION: Skunk with turrets - "how hard can it be?"

Post by swatti »

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.
iforgotmysocks
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Re: QUESTION: Skunk with turrets - "how hard can it be?"

Post by iforgotmysocks »

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.
I wanted to look into that since i created my last weapon mod, but i never found the time. :p
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.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I'd love to see the Skunk and M-sized ships gain a turret that uses S/M ship weapons.

Others won't and mods are optional so yay :)
swatti
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Post by swatti »

Katana also wants its turrets back ^^
linolafett
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Post by linolafett »

There is a xs turret in the gamefiles, so if someone wants to play around with it, feel free too do that ;)

"props_wps_ar_def_turret_xs_mg"
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Post by Sparky Sparkycorp »

Thanks for the contribution :)
linolafett
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Post by linolafett »

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) :D Thats where i would see the most issues for this mod idea.
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Post by swatti »

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.
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Post by linolafett »

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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Post by iforgotmysocks »

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!)
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.
swatti
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Post by swatti »

Makes it stupidly complex and stuff has to rely on NPCs being there...

Oh well, not the first "issue" with X:R - Hopefully we will get some benefit from the system later.
iforgotmysocks
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Post by iforgotmysocks »

Alright, since we are all over the topic anyway, i'll just get started and try it. x.x
Not like my to-do list doesn't count about 25 points already. xD
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Post by Sparky Sparkycorp »

lol - thanks! :D
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YorrickVander
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Post by YorrickVander »

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?
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wwdragon
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Post by wwdragon »

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. :roll:
Editing posts since long before I remember.
iforgotmysocks
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Post by iforgotmysocks »

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. :roll:
Nope...

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. :p
bm01
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Post by bm01 »

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.
Last edited by bm01 on Fri, 10. Oct 14, 18:24, edited 1 time in total.
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YorrickVander
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Post by YorrickVander »

bm01 wrote:We have the girl, currently she does nothing, controlling one turret shouldn't be too hard for her.
She's an inflatable toy :P
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iforgotmysocks
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Post by iforgotmysocks »

Hm, linos turret doesn't show. :< I'm gonna try another one.
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Post by Sparky Sparkycorp »

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. :roll:
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.

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