why doesn't the turet on my enginer pod work like a turret? ive tried targeting the enemy but it just works like a cannon. how do you get it to work right?
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Insanity has its advantages
why doesn't the turet on my enginer pod work like a turret? ive tried targeting the enemy but it just works like a cannon. how do you get it to work right?
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Insanity has its advantages
You may want to put this in the engineering department, there's more people there who could help you out.
Are you making this engineer pod yourself? Or is this an actual problem with the game - not a plug. You need to have the "Auto Target" attribute chosen for the turret in the attribute drop list on the left hand side of the Attribute Section of the object in the edit objects section. If it's just a problem with the game, then I have no idea why it would do that.
Come visit the (url="http://"http://nova6.pautsch.com/forum/intro.lasso")Nova6s Webboards(/url).
Engineer Pods and the Obish Transport have a repulsor weapon. This weapon, when fired under computer control, is turreted. However, when you pilot a ship armed with a repulsor, the weapon will not be turreted. This is a bug in Ares, which has not been fixed, probably because you'd be insane to fight using a pod or transport.
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Are you talking 1.1.0 or 1.2.0 - I could swear it worked, but maybe I'm not thinking correctly.
Come visit the (url="http://"http://nova6.pautsch.com/forum/intro.lasso")Nova6 Webboards(/url).
You have to be close enough to an enemy for the turret to start "seeing the target".
The turret on the repulser isn't very receptive but it will shoot at the enemy when you get realy close.
At least it works fine for me...
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Truth is a double edged sword,
with it the ignorant newbie is beaten,
with it your mistakes are exposed.
Quote
Originally posted by Shrout1:
**Are you talking 1.1.0 or 1.2.0 - I could swear it worked, but maybe I'm not thinking correctly.
**
1.2.0
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Insanity has its advantages
I think the simplest solution is not to fight in an Engineering Pod.
That's good tactical sense as well, incidentally.
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Sundered Angel ,
The One and Only
Ares Webboard Moderator, and all-around Nice Guy
(This message has been edited by Sundered Angel (edited 01-17-2002).)
The Transport and Engineer pods don't have the CanEngage flags checked... thats why they don't auto target for the player...
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(This message has been edited by brookeview (edited 01-18-2002).)
The CanEngage and CanEvade flags decide whether or not the presence of enemy ships will cause a change in behavior. CanEngage will cause the ship to try and maneuver so it has a clear shot at the other. Engineering Pods, however, should keep on going, since they don't fight.
All I can say is to check AutoTarget for both the projectile and the device. The device's flag determines AI behavior, and the projectile flag determines whether or not it really autotargets.
It's plausible that the Device's flag is checked but not the Projectile's - the AI thinks it's firing an autotarget weapon, so it autotargets the projectile.
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"Might I suggest that we all forget we even met each other? You're involved in politics and I in theft. I'll leave it to god to decide which one's more dishonest."
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Both the device and projectile flags are set to auto target... If you are flying a ship that doesn't have its CanEngage flag set the auto target weapons won't work for the player for some reason....
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(This message has been edited by brookeview (edited 01-20-2002).)