Limit Turret Movement

    Joined
    Aug 21, 2016
    Messages
    38
    Reaction score
    49
    It would be interesting if you could limit turret movement based on linking activation modules to the turret rail block - it could work in 45 degree stages, or even 10 degree stages, and you could say that the amount of active activators paired to the rail dictate the maximum rotation clockwise (up to 180 degrees) and inactive activators dictate counter-clockwise - if both reach 180, or there are no blocks paired, then the turret has full 360 movement (and doesnt have to stop at 180 and go back around to the other side).

    this would be better than relying on collisions to stop turrets from over-rotating and colliding with/phasing through other entities.

    thoughts?
     
    Joined
    Oct 8, 2014
    Messages
    138
    Reaction score
    220
    • Community Content - Bronze 2
    • Purchased!
    • Legacy Citizen 9
    Finally a way to stop turrets from trying to shoot the guy on the other side of my ship!
     
    • Like
    Reactions: Dire Venom

    OfficialCoding

    Professional Quickfire Hater
    Joined
    Nov 8, 2017
    Messages
    399
    Reaction score
    248
    • Legacy Citizen
    • Legacy Citizen 2
    It would be interesting if you could limit turret movement based on linking activation modules to the turret rail block - it could work in 45 degree stages, or even 10 degree stages, and you could say that the amount of active activators paired to the rail dictate the maximum rotation clockwise (up to 180 degrees) and inactive activators dictate counter-clockwise - if both reach 180, or there are no blocks paired, then the turret has full 360 movement (and doesnt have to stop at 180 and go back around to the other side).

    this would be better than relying on collisions to stop turrets from over-rotating and colliding with/phasing through other entities.

    thoughts?
    Finally, my turrets will work. Actually they won't, because these suggestions never get implemented. Great idea though.
     
    Joined
    Mar 2, 2015
    Messages
    9
    Reaction score
    10
    • Purchased!
    • Legacy Citizen 3
    Yes good idea!
    May be, just a block we can "program" with our liberty degree choice's ?
     
    Joined
    Jul 30, 2017
    Messages
    192
    Reaction score
    203
    It's a solid idea, but I think fixing turret AI would be a better way to do the same thing since AI is really weak in common sense. The turret AI should be able to know how far the turret can rotate without colliding, and know to not either move or choose targets outside of that range.
     

    Lone_Puppy

    Me, myself and I.
    Joined
    Mar 12, 2015
    Messages
    1,274
    Reaction score
    529
    • Purchased!
    • Community Content - Bronze 2
    • Legacy Citizen 8
    Schema doesn't like stuff that way. Look at delays for example. Or rail speed computers.
    Perhaps it's achievable using the same method we use logic to control the rotation of rotators but applied to turret axis.
     
    Joined
    Dec 9, 2015
    Messages
    150
    Reaction score
    78
    It's a solid idea, but I think fixing turret AI would be a better way to do the same thing since AI is really weak in common sense. The turret AI should be able to know how far the turret can rotate without colliding, and know to not either move or choose targets outside of that range.
    thats exactly how it should be and this will hopefully be comming with one of the comming updates.
    thers is no need to restrict turret movement with additional logic blocks then.

    the ai should just "calibrate" the turrets movement and aiming abilities and stay in this range for targeting and mooving.
    and whoop all problems with turret movement solved... no additional building and connecting stuff needed.

    it will come just wait till its done
     
    • Like
    Reactions: alij331