#"Weapon Groups" so you can tell them to fire in sequence, or always at the same target

6 messages · Page 1 of 1 (latest)

wooden sonnet
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This is brought on by the want for a wall of cannons that fire one after another, instead of just whenever they're ready. Would also let you have a group of mining lasers that all will target the same debris, breaking it faster and more pleasingly (but not faster overall).

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So the logic for a wall of guns would look like uh:
Weapons registered to Group 1:
Large Cannon 1
Large Cannon 2
Large Cannon 3

Firing Logic:
If (Weapon 1) has a target in range and lined up, (wait 0:0) then fire.
If (Weapon 2) has a target in range and lined up, (wait 0:1) after (Weapon 1) (fires), then fire- otherwise fire if (Weapon 2) has no target.
If (Weapon 3) has a target in range and lined up, (wait 0:1) after (Weapon 2) (fires), then fire- otherwise fire if (Weapon 2) has no target.

I think that'll get my idea across? It'll allow for a little more detailed micromanaging with firing weapons, and also allow for more aesthetically-pleasing battles- whether it be for fun, ammo conservation,
The logic command list should have a toggle to propagate the changes to lower items on the list, for ease of use.

pastel quartz
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Seems like a coding nightmare for the sequenced shooting. If in range shoot but if fall out of range can't shoot so now wait for sequence again but if first sequence still reloading then shoot anyways or just keep the sequence as the second gun for start next time in range idk. Seems like a lot for no real mechanical change

static ember
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I mean, you could make this simpler by simply adding a selection to connect a weapon to another one or more. That way they use the same commands and fire at the same time.

shell helm
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I was actually thinking about something similar, when testing with EMP missiles: usually I don't need them to fire all at once, firing in sequence is much better for "stun lock". So currently I have to manually sequence them, which is a pain.