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Turret help

#1 User is offline   U.E. Admiral 

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Posted 14 January 2002 - 12:21 AM

why doesn't the turet on my enginer pod work like a turret? ive tried targeting the enemy but it just works like a cannon. how do you get it to work right?

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#2 User is offline   Shrout1 

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Posted 14 January 2002 - 02:22 PM

You may want to put this in the engineering department, there's more people there who could help you out.

Are you making this engineer pod yourself? Or is this an actual problem with the game - not a plug. You need to have the "Auto Target" attribute chosen for the turret in the attribute drop list on the left hand side of the Attribute Section of the object in the edit objects section. If it's just a problem with the game, then I have no idea why it would do that.

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#3 User is offline   Patrick 

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Posted 14 January 2002 - 03:00 PM

Engineer Pods and the Obish Transport have a repulsor weapon. This weapon, when fired under computer control, is turreted. However, when you pilot a ship armed with a repulsor, the weapon will not be turreted. This is a bug in Ares, which has not been fixed, probably because you'd be insane to fight using a pod or transport.

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#4 User is offline   Shrout1 

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Posted 14 January 2002 - 04:13 PM

Are you talking 1.1.0 or 1.2.0 - I could swear it worked, but maybe I'm not thinking correctly.

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#5 User is offline   Skyfox 

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Posted 14 January 2002 - 04:19 PM

You have to be close enough to an enemy for the turret to start "seeing the target".
The turret on the repulser isn't very receptive but it will shoot at the enemy when you get realy close.

At least it works fine for me...

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#6 User is offline   U.E. Admiral 

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Posted 16 January 2002 - 02:37 AM

Quote

Originally posted by Shrout1:
Are you talking 1.1.0 or 1.2.0 - I could swear it worked, but maybe I'm not thinking correctly.



1.2.0

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#7 User is offline   Sundered Angel 

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Posted 17 January 2002 - 08:38 PM

I think the simplest solution is not to fight in an Engineering Pod.

That's good tactical sense as well, incidentally.

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[This message has been edited by Sundered Angel (edited 01-17-2002).]
Sundered Angel,
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#8 User is offline   brookeview 

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Posted 18 January 2002 - 07:58 PM

The Transport and Engineer pods don't have the CanEngage flags checked... thats why they don't auto target for the player...

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[This message has been edited by brookeview (edited 01-18-2002).]
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#9 User is offline   Pallas Athene 

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Posted 20 January 2002 - 04:03 PM

The CanEngage and CanEvade flags decide whether or not the presence of enemy ships will cause a change in behavior. CanEngage will cause the ship to try and maneuver so it has a clear shot at the other. Engineering Pods, however, _should_ keep on going, since they don't fight.

All I can say is to check AutoTarget for both the projectile and the device. The device's flag determines AI behavior, and the projectile flag determines whether or not it really autotargets.

It's plausible that the Device's flag is checked but not the Projectile's - the AI thinks it's firing an autotarget weapon, so it autotargets the projectile.

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#10 User is offline   brookeview 

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Posted 20 January 2002 - 05:26 PM

Both the device and projectile flags are set to auto target... If you are flying a ship that doesn't have its CanEngage flag set the auto target weapons won't work for the player for some reason....

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[This message has been edited by brookeview (edited 01-20-2002).]
The guy with no artistic ability what so ever...

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Ares plugins in development: Star Trek: Ares, Viva La Resistance.

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