Limit Turret Movement

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    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?
     
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    Finally a way to stop turrets from trying to shoot the guy on the other side of my ship!
     
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    OfficialCoding

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    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.
     
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    Yes good idea!
    May be, just a block we can "program" with our liberty degree choice's ?
     
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    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

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    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.
     
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    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
     
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