Toggle AI with logic

    Joined
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    • Legacy Citizen 9
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    Was working on a ship today and had an interesting idea. What if we could toggle the AI on/off using logic? You would just have to hook up an activation module to the Bobby AI. When active the ships AI would be on, when inactive it would be off.

    This would allow many possibilities. One would be activating and deactivating groups of turrets depending on your needs. You could use it to activate or deactivate drones and fleet ships using wireless logic. Somewhat like a Kill switch in case of your new drone your testing going rouge.

    I am not 100% sure how this might function when a ship is given orders in a fleet. I think the easy way would be to have the ship follow fleet orders first before the Bobby On/Off state. Which is currently what happens anyway.

    Thoughts?
     
    Joined
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    YES! Ive wanted this for a long time :3
    Being able to enable/disable certain weapons on turrets would also be very nice, as well as the ability to take direct control of your turrets while flying your ship (without going through 50 different chained entities.....)