Yeah, I tried all sorts of sub-munitions ranging from negative velocity ones, freefall bombs or beams with 0 length (though when used as subs they act like normal projectiles, and the AI accounts for that), amongst other things. One thing I did find though, was that if you make any weapon submunition into a point defense turret projectile, it will still take out missiles; it doesn't need to start as a PD turret. So I made myself a secondary fire "decoy flare" weapon that can be deploy to block missiles on your tail. So it wasn't a total waste of time.
Of course that leads to a totally different question, is there a way to use a series of require bits, crons, bits, etc. to switch out an AI variant of a weapon (In this case a PD turret with the flare sprite and can't fire forward/sides checked) with the player variant in a reasonably timely fashion? Immediate would be great, within a day reasonable I suppose.
EDIT: So I've played with it a bit more... figuring out how to make them switch in a day is easy, simply put a cron with an iterative OnStart Gxxy Dxxx with a 100% activation chance when the proper reuire bit, granted by the AI outfit, is set. I can't seem to figure out a way to use the OnCapture field to switch the outfits only when the player chooses to take the ship as their own, though. The best I can do is add an increment a day mission on capture. Though I'm not sure if that's any less kludgy than just having the cron.
This post has been edited by Keldor Sarn : 08 June 2008 - 07:04 PM