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waynethecool

a command for turning all guns on ships to fire at once

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well its a lock fire mechanism only, so this would still function relatively the same. just have an onclick function trigger all guns and make all the others lock. unless they purposefully leave it out for some reason (like self replicating) it should be a simple matter of coding it. most likely they will still have reduced damage. look at it like this, if you are using it you automatically plug in your augmented hardware and it increases the charge per shot, cause... science!

side not even if they do leave it out that might not be so easy for them to stop it. i know im going to try my hardest to make a self replicator and not tell anyone how :-p.

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I don't understand why anyone thinks this is a problem.  from the looks of it and what NQ has told us so far.

 

1) you build it and the game auto scripts everything to work in a basic manner.

2) combat is lock and fire.

 

So I would assume that if I built a small single player ship with multiple turret weapons, and I lock and hit fire, they are all going to fire at my locked on target, if they all have lines of fire to that target.  Why do I need a custom script to do this?

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I don't understand why anyone thinks this is a problem.  from the looks of it and what NQ has told us so far.

 

1) you build it and the game auto scripts everything to work in a basic manner.

2) combat is lock and fire.

 

So I would assume that if I built a small single player ship with multiple turret weapons, and I lock and hit fire, they are all going to fire at my locked on target, if they all have lines of fire to that target.  Why do I need a custom script to do this?

 

You mean every guns ammunitions will be teleguided? and have 100% chance to hit locked targets

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You mean every guns ammunitions will be teleguided? and have 100% chance to hit locked targets

You seem to think that if a gun is on the belly of a ship, it will be able to hit above the ship.

 

You also assume a pilot will have the same chance to hit with a gunnery sergeant specialisation.

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I don't understand why anyone thinks this is a problem.  from the looks of it and what NQ has told us so far.

 

1) you build it and the game auto scripts everything to work in a basic manner.

2) combat is lock and fire.

 

So I would assume that if I built a small single player ship with multiple turret weapons, and I lock and hit fire, they are all going to fire at my locked on target, if they all have lines of fire to that target.  Why do I need a custom script to do this?

It's not the issue if it's Scan-Lock-Fire combat, Jeronimo doesn't get that if a chopper pilot has two gimbaled guns on the chopper, that those guns are NOT automated. They are Synchronised. And Jeronimo doesn't understand the difference between synchronisation and automation.

 

 

 

Beyond that, just because I know what a sniper rifle is, that doesn not make me proficient with it.

 

Same goes for pilots. Just because you have guns on your ship, it doesn't mean you know how to use them effectivelly, because you are a pilot, not an ATTACK pilot.

 

Like a civilian helicopter pilot has NO knowldge of how to use an attack chopper's guns.

 

Sure, you can train yourself in handling some guns and being a pilot at the same time, but I am a firm believer that very feew people will actually specialise in a half-half specialisation of that grade.

 

 

Flying a star-fighter efficiently and handling its smaller guns? Sure, it won't take DEEP skill investment to handle those kind of weaponry and piloting at the same time. It's what I would call, Starfighter specialisation.

 

 

But multi-tasking and gimbaling weaponry while flying a Serenity-class ship? That's a specialisation that I like to call

"Uber-Starfighter". And you can expect not many of them, for many reasons, mainly, because of the sequiturial needs such an uber-starfighter will have. Like, automated repair drones, fuel costs for his ship, probably lack of cargo space and the fact their only real career path is bounty-hunting or law enforcement. So, you good sir, as a smuggler, would be wise to have a solid crew of actual gunners to use those guns effectively. I mean, what's a smuggling run without having your Chewbacca?

 

 

 

Also, the auto-configurator will provide you with a script for each gun to your Control Unit, but you can't be guaranteed of the auto-configurator of gimbaling ALL the guns to your control for them to operated at the same time, from your Pilot's POV. That's the part of the scripts we need them for, as well as mirroring motions being considered in the scripts for symmetrical placement of turrets :P

 

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You seem to think that if a gun is on the belly of a ship, it will be able to hit above the ship.

 

You also assume a pilot will have the same chance to hit with a gunnery sergeant specialisation.

 

i assumed before that most of guns would fire in straight lines, so locked or not, have to fire at the right time

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i assumed before that most of guns would fire in straight lines, so locked or not, have to fire at the right time

The point is, the guns have to "spotlight" an area on an enemy ship's voxels. If your ship and the eneym ship going in circles around and and round, your belly guns won't be able to hit the enemy ship, because they have no LOS (Line of Sight), but your top guns will be able to hit.

 

So, the real subject should be, how many macro-commands should a control unit hold.

 

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The point is, the guns have to "spotlight" an area on an enemy ship's voxels. If your ship and the eneym ship going in circles around and and round, your belly guns won't be able to hit the enemy ship, because they have no LOS (Line of Sight), but your top guns will be able to hit.

 

So, the real subject should be, how many macro-commands should a control unit hold.

 

 

or how to design a ship weaponry without dead angle....

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or how to design a ship weaponry without dead angle....

Be my guest. Make a ship like a coin if you wish and flip it vertically when you want to fire the side the guns are on it. Could work. Would be a nightmare to code it, but sure, it's not something out of the realm of possibility, if not, it would be very surprising to see a ship do that.

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The point is, the guns have to "spotlight" an area on an enemy ship's voxels. If your ship and the eneym ship going in circles around and and round, your belly guns won't be able to hit the enemy ship, because they have no LOS (Line of Sight), but your top guns will be able to hit.

 

So, the real subject should be, how many macro-commands should a control unit hold.

 

Don't think I've read everything about the LUA scripting yet but if its as open as I get the feeling it will be then perhaps could have multiple macro sets to control weapons at the various positions of your ship. Like one macro for left side guns and another for the right side? i don't know much about it yet like said but seems like something that should be possible.

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Don't think I've read everything about the LUA scripting yet but if its as open as I get the feeling it will be then perhaps could have multiple macro sets to control weapons at the various positions of your ship. Like one macro for left side guns and another for the right side? i don't know much about it yet like said but seems like something that should be possible.

Well, it depends how many scripts a Control Unit can have. That's the point. You'll need to have both PILOTING macros and the GUNNING macros, on the same control unit. So it depends on many things, like, if the DPUs (Lua boxes) will have a limit on how many scripts they can process at one time and / or if they have preset limits on how many lines of commands can go in them depending on their size.

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Well, it depends how many scripts a Control Unit can have. That's the point. You'll need to have both PILOTING macros and the GUNNING macros, on the same control unit. So it depends on many things, like, if the DPUs (Lua boxes) will have a limit on how many scripts they can process at one time and / or if they have preset limits on how many lines of commands can go in them depending on their size.

yeah that was my thinking as well. If theres a budget or limit to the modules will have to think about how you want your ship to behave. Like do you want more weapon control but then you have to sacrifice other things like speed and maneuverability. Really makes it so ships can be made to suit our needs and not just have all the same cookie cutter ships.

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yeah that was my thinking as well. If theres a budget or limit to the modules will have to think about how you want your ship to behave. Like do you want more weapon control but then you have to sacrifice other things like speed and maneuverability. Really makes it so ships can be made to suit our needs and not just have all the same cookie cutter ships.

Well, we can always have two sets of DPUs and use a gear to shift between piloting and gunning controls between them.

 

It's simple,Piloting DPU and Gunning DPU connected to a Gear Shift DPU and make both units utilise the same keybindings for their functions, and shift between them by holding Tab + Spacebar (or whatever key-combo one wants).

 

Sure the ship may end up needing an actual .txt manual, but hey, you got yourself a fancy super-fighter of a ship that costs a ton to run, because of all the DPUs.

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Well, it depends how many scripts a Control Unit can have. That's the point. You'll need to have both PILOTING macros and the GUNNING macros, on the same control unit. So it depends on many things, like, if the DPUs (Lua boxes) will have a limit on how many scripts they can process at one time and / or if they have preset limits on how many lines of commands can go in them depending on their size.

 

I also think it will depend on how many DPU's we can have running on the same ship and whether I can route their feeds to my cockpit/control center.  I imagine HTML5 setups could get pretty sophisticated and be just as important as the LUA.  

 

Dang it Twerk.  Posting about the same subject before me. ~shakes fist~

Edited by Wardion2000

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I also think it will depend on how many DPU's we can have running on the same ship and whether I can route their feeds to my cockpit/control center.  I imagine HTML5 setups could get pretty sophisticated and be just as important as the LUA.  

 

Dang it Twerk.  Posting about the same subject before me. ~shakes fist~

Wait, what HTML5 setups? >.> I thought the scripts were only in Lua.

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Wait, what HTML5 setups? >.> I thought the scripts were only in Lua.

 

The scripts are.  The UI is done in HTML5.  They said we would be able to design our own interfaces.  Whether that holds true at launch remains to be seen.  To be honest, they haven't mentioned it in awhile.  But that may be because it's not on the top of their 'to do' list.

 

P.S. I miss being able to color my text already.  :( 

Edited by Wardion2000

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The scripts are.  The UI is done in HTML5.  They said we would be able to design our own interfaces.  Whether that holds true at launch remains to be seen.  To be honest, they haven't mentioned it in awhile.  But that may be because it's not on the top of their 'to do' list.

 

P.S. I miss being able to color my text already.  :( 

Well, that makes more sense.

 

Well, let's hope they do the interfaces by launch and allow for people to relocate widgets on their screen similar to how Blogger handles the system.

 

Plus, people already are on the fences about Lua, let's not make the code-peasants reach for the pitchforks because of HTML5 :P

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im pretty sure it will be a drag and drop interface and not html5 (did they mention that specifically?) cause a dreamweaver like interface would be nice. not afraid of html just has checking and tweeking thats gonna annoy me lol 

 

i guess i can just pop open dreamweaver and build it then copy the html lol

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im pretty sure it will be a drag and drop interface and not html5 (did they mention that specifically?) cause a dreamweaver like interface would be nice. not afraid of html just has checking and tweeking thats gonna annoy me lol 

 

i guess i can just pop open dreamweaver and build it then copy the html lol

The drag and drop interface exists in Blogger as well for widgets, but they do enable you to make your own HTML5 interfaces.

 

What Wardion speaks of, is of the UI (User Itnterface) of a player. It's the same thing Add-Ons would do for the game, only the Devs have the option of enabling that to e tradeable in-game as a predefined Control Unit.

 

HERE is the link on their official page.

 

 

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