- Joined
- Dec 29, 2014
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So i was talking to a friend earlier and we came up with a bunch of features we'd like to see from logic. I checked the first few pages, but pardons if some of these have allready been posted:
- Activate/Deactivate AI blocks via logic input (If you have turrets with different purposes, like short range overdrive turrets for fighter defense you don't always want those active, or you might want to time turret firings)
- Activation block next to AI block activates when turret has a target (Mostly wanted for cosmetic stuff, but also for example retractable turrets that automatically pop in/out during combat.)
- Activate effect modules via logic (Think this was allready planned, just listing for completion's sake
- Condition blocks that activate only when ship meets certain conditions. (Shield <50%, velocity > 100, Power < 10%, etc. Lots of uses for this, especially combined with AI control letting you switch of turrets when ship is damaged and not enough power. Could split these into one block type for the condition type and one for threshold so you dont need to fiddle with submenus on the blocks: PowerConditionBlock, ShieldConditionBlock, SpeedConditionBlock, <10% Block, >10% Block etc.)
Also lets us work in more stuff with AI operated weapons, eg. for pirate shipsAlso, weapon computers should output logic signal when fired. This could allow us to have rotating minigun-like barrels for guns and so on. And ship hotbar activation blocks that don't toggle but instead output logic signal as long as the button is pressed down would be also nice.
Again this is also extremely useful for more elaborate pirate ship designs, such as launching fighters from pirate carriersA logic activator I would love is one that activates when there's an enemy AI, for alert lights etc.
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