Missile defence turret setting ineffectual - Fix in a build after 4.00 HF3.
Moderator: Moderators for English X Forum
Missile defence turret setting ineffectual - Fix in a build after 4.00 HF3.
Since 4.0, setting the turrets to Missile Defence doesn't seem to work anymore. The turrets just stay inactivated, no matter how many missiles come flying at your beautiful ship. Even if you somehow manage to activate them (grey turret indicator turning blue), they still just won't fire.
Anybody else got any experience with this?
Please save my PDCs.
Anybody else got any experience with this?
Please save my PDCs.
Re: Missile defence turret setting ineffectual
Yep, noticed that too. Got clown up by missiles while the turrets set to missile defense were just chilling.
-
- Moderator (English)
- Posts: 30349
- Joined: Fri, 16. Apr 04, 19:21
Re: Missile defence turret setting ineffectual
A fix is coming in a build after 4.00 HF2.
A dog has a master; a cat has domestic staff.
-
- Posts: 398
- Joined: Tue, 17. Dec 13, 01:34
Re: Missile defence turret setting ineffectual - Fix in a build after 4.00 HF2.
Since it isn't fixed in HF3, I'll add what I found.
I was making a missile defense script that adds a guidance mission which tracks all missiles launched at the ship the player is currently flying, so I can target and shoot them down.
After several hours of frustration from the cue not firing, I discovered that the only script that uses that event as a trigger that actually fires was Betty's "Incoming Missile" line.
The difference? Betty uses the "group" attribute to filter eligible objects instead of "object" that everything else uses.
Once I switched over to using "group", it worked.
Summary : "event_object_incoming_missile" seems to ignore "object" attribute, and only "group" works.
I was making a missile defense script that adds a guidance mission which tracks all missiles launched at the ship the player is currently flying, so I can target and shoot them down.
After several hours of frustration from the cue not firing, I discovered that the only script that uses that event as a trigger that actually fires was Betty's "Incoming Missile" line.
The difference? Betty uses the "group" attribute to filter eligible objects instead of "object" that everything else uses.
Once I switched over to using "group", it worked.
Summary : "event_object_incoming_missile" seems to ignore "object" attribute, and only "group" works.
-
- Moderator (English)
- Posts: 30349
- Joined: Fri, 16. Apr 04, 19:21
Re: Missile defence turret setting ineffectual - Fix in a build after 4.00 HF2.
Thanks for the detective work. A further fix is coming in a future build after 4.00 HF3.
A dog has a master; a cat has domestic staff.
-
- Posts: 9
- Joined: Fri, 8. May 09, 19:53
Re: Missile defence turret setting ineffectual - Fix in a build after 4.00 HF3.
Has this been implemented yet my ships still seem to get hit by missiles without the turrets set to missile defense firing
Re: Missile defence turret setting ineffectual - Fix in a build after 4.00 HF3.
This thread was last posted in nearly a year ago, so yes, the fix was long since included. If you are having problems now, please create a new thread and provide the information requested at the top of the forum.