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