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If you take Feature Requests, an LCD output of Turret Status would be nice, be it just telling if that thing is online or more like shooting or being damaged.
I know thre could be other Scripts used for it, but besides the Fact that your outputs always look way better, it would be nice for builds to keep the amount of scripts low or save the hassle for the user ;)
The script doesn't assign the autocannons correctly as weapons despite all the rest of the turret working perfectly. Assigning them manually as guns on the turret controller works but only for a few seconds.
i'm using 1.2.5.
Update : This seems to happen sometimes when a weapon (I've seen this happen with miniguns too) is connected on the back directly to a hinge. (Where there is no "door" on the weapon to connect to conveyors.) This also causes the camera's hinge to be frozen in place.
https://steamcommunity.com/sharedfiles/filedetails/?id=2755744902
Thanks a lot for your help!
Is "Azumuth" the right description in your minimum description?
--At least one rotor with name tag "Azumuth" OR one rotor with name tag "Elevation".--
The reset feature is really nice.
Does it begin counting down to reset AFTER combat or does it start the countdown as soon as the turret moves from the rest position?
Thanks!
I've encountered a problem similar to the one Staz mentioned. I'm making a small battle droid that uses the custom turret block as a functioning AI for the droid (long story how it works but it does). The original version functions decently well with 2 turret control blocks (one to lift each arm) and I was hoping to use this script to save space and make some features more consistent.
However, the two weapons (warfare gatling guns) do not auto-add themselves to the turret control block even though they are in the same group and the script recognizes that there are two weapons in the group. It will also not allow me to add those weapons to the turret control block by hand. Since the droid does not have a camera, those weapons are its only way to choose direction and so without them the turret control block does not control anything and gives the usual error stating lack of weapons.
I've posted both the original version and the new scripted version of my droid to the workshop as unlisted for you to check out to see if you can spot what might be happening.
Version: 1.2.5
Test Version with the Turret Script - https://steamcommunity.com/sharedfiles/filedetails/?id=2758090177
Original version that uses two Turret Control blocks - https://steamcommunity.com/sharedfiles/filedetails/?id=2758092821