That's an interesting suggestion, but I can see a couple of problems with it. The biggest being that if you stop the TCS on a ship, how does it start back up again when you want it to? You'd have to maintain an array of all TCS enabled ships somehow, and because ships can be destroyed, this array would have to be global and maintained by a global process.MJALowe wrote:didn't know if this was suggested for version 2 or not...but could you add a command that can be run on the player ship that will turn this off/on for all other ships that dont have a leave me on flag set, that way i could install this on darn near every ship and if i call in backup i can turn it off for everyone but me and my designated "turret" leaders
if turning this off is as simple as removing the ware i suppose i could right the script myself - but i wanted to make sure the idea was out there
I'd really prefer to keep things simple and in line with how the game generally works, and that means adding an upgrade to a ship to add functionality, and with the player being in control of what commands run on each ship (i.e. you start the turret commands you want to run).
A better way to achieve this would therefore be to have a command that sets a 'remote control' flag on a ship, then have a couple of hotkeys for activating/deactivating all in-sector flaged ships. That is very do-able, and I will certainly consider this once 2.0 is out (at present I'm not adding any more functionality - I want to get the damn thing released at some point! ).
I've been thinking about this myself actually, if I do it'll be after 2.0 though, but thanks for the suggestion.MJALowe wrote:also would be nice to have a toggle for main weapon switching - so this plugin could also handle what the appolyon arms laser switcher does *grin*, if not ill have to get that script too - that one specifically doesnt work on turrets or withCode: Select all
Gamma and Beta PPC - All PSG types - Ion Disruptors - Custom (new) weapons
All TCS commands do this by default, there's a lot more detail on the targeting priorities in the readme that came with the plugin, I'd suggest having a read of that as it should answer all of your questions.MJALowe wrote:a prioritize my target option (hotkey *grin*) would be good too, i just noticed a "certain" other script with a similar abreviation had that option *grin*
2.0 will have extra functionality in this area though and should cater for everyones needs.
That I don't know, sorry. Depends if GIAUS messes with the turrets - I don't think it does, does it?MJALowe wrote:edit2: id also like to confirm that fcs mk3 and giaus dont interfer with this script - if some one knows id be happy to hear from them, i dont think it interfers but i haven't read all the script code on them or this
Yeah RL is a pain, I'm really depressed over it right now - not done any scripting since x-mas...MJALowe wrote:edit3: np, i know how RL can get ya...its been almost a year since i released IFTSOS and i still haven't gotten around to releasing any updates for it - mainly cause it works as is and any updates would be mostly cosmetic