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RebCom1807

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  1. Unfortunately, I don't know how much that change is - Otherwise I would endeavor to compensate for it!
  2. I'll try to make a 'cleaner' version when I get home today. The way I'm doing it currently might have some issues - Namely, adjusting something too close to the source. If I could, I would totally adjust the actual function at a base level. To help with the issue you're having, Havoc, maybe adjust it where it's calling the TurretGenerator's function?
  3. Sorry, I should have clarified.. Well, actually, I'll do one better. Have a standard install format! Just drag the data folder into your Avorion base folder, and overwrite what needs overwriting. EDIT: Sorry, wrong file included. Fixed now! And as for it working with the other mod, it depends on if they are using the function in TurretGenerator. For Aki's mod, at least, it won't, as I have no access - To my knowledge - to the function that actually generates the turrets. All I have is the ability to intercept the TurretTemplate object in a couple of places and manually adjust the 'automatic' variable. AllTurretsAuto.zip
  4. Heh. Would be interesting, for sure. Could see a missile launcher that launches a 'salvo' of seeker missiles - Which happens to be enough to overheat it.
  5. Well, half of figuring out that I could do this was looking into the documentation and noting that 'automatic' wasn't a read-only variable. As for the LUA files - Here 'ya go! It's only a couple of lines each, though. factions.lua turretgenerator.lua
  6. Alright, I got something mildly.. Well, cludgey working, but hey, it's working! All I did was replace, in TurretGenerator.lua, this: return GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material) with this: local TurretTemplate T = GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material) T.automatic = true return T And then, in factions.lua, under the player initialization, I added turret.automatic = true in the appropriate places. Sadly, I had no luck finding the actual GenerateTurretTemplate code, but this works, from what I'm seeing, otherwise I would have modified that.
  7. So, any help to be had, mod-wise, for having all turrets spawn with the Independent Targeting thing?
  8. Fair enough. 'tis a bit of a shame, though.. Turrets just feel way too small in a lot of cases, I've found. x.x
  9. So! After fiddling about in the files, I have something that, while not the most elegant of solutions, works. This mod modifies the factions.lua file under ..scripts/server, and the turretgenerator.lua file under ..scripts/lib - So the mod will probably conflict with anything that modifies those files. If anyone can come up with a more elegant solution, feel free! There probably is a way that I'm missing. Original post: AllTurretsAuto.zip
  10. What I think would be nice, actually, in addition to having some better system for dealing with multiple turret loadouts (Maybe multi-role salvaging/mining turrets? Low-efficiency, but can either do both roles at once or swap between them with ease) is have the number of turret slots that the player has scale with size, or perhaps a building component. If it's with size, perhaps every 50k or 80k (or even up to 150k) volume gets another 'All' turret slot. With a building component.. I dunno - Maybe have it be in the Nanonite tier, and have it work in a similar manner to the computer cores?
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