API of the armed entities. Guided weapons

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regedit2000
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API of the armed entities. Guided weapons

Post by regedit2000 » Sat Dec 29, 2018 1:52 pm

TL; DR
Propose to extend the API of the armed entities guided weapons

what ?
Now weapons control is possible only for characters through "selected_gun_index", but multiple weapons are also used in transport but there is no access to it (as an option, you can use access through the driver ). An example of a mod where this can be used is AAI Programmable Vehicles. In addition to the selection of weapons, you can turn it on/ off, change the response radius and the current cell with ammunition (for turrets)

why ?
More features for modding and game control

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Re: API of the armed entities. Guided weapons

Post by Rseding91 » Thu Jan 10, 2019 2:18 am

I'm not sure exactly what you're asking for?
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Re: API of the armed entities. Guided weapons

Post by regedit2000 » Fri Jan 11, 2019 9:55 pm

I want through the API:
- manage weapons transport (choose from several active for the character).
- choose the ammo for the gun turrets.
- control the guns themselves (turn on/off, change the range and strength of the shot (for lasers)).

Application:
- scenarios
- mods mentioned above.

Why: single / universal management of similar entity capabilities.

Additionally:
- Passengers-number, control (roles: driver/shooter/cargo), access to weapons transport, the ability to use their own guns from the inside
Last edited by regedit2000 on Sat Jan 12, 2019 12:32 am, edited 1 time in total.

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Re: API of the armed entities. Guided weapons

Post by Rseding91 » Fri Jan 11, 2019 10:34 pm

regedit2000 wrote:- manage weapons transport (choose from several active for the character).
I still don't understand. There is no such thing as "weapons transport" in Factorio. Maybe there's a translation issue here.
regedit2000 wrote:- choose the ammo for the gun turrets.
You can already do that by just putting different ammo in the gun turrets.
regedit2000 wrote:- control the guns themselves (turn on/off, change the range and strength of the shot (for lasers)).
You can already do that by setting entity.active = true/false and adjusting the technology modifiers for the given lasers.

Turret/gun range can't be adjusted runtime and never will be. There's a massive amount of game logic which assumes it never changes and is built on it never changing once the game is loaded.
If you want to get ahold of me I'm almost always on Discord.

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Re: API of the armed entities. Guided weapons

Post by regedit2000 » Sat Jan 12, 2019 12:30 am

============================================================================
Rseding91 wrote:
Fri Jan 11, 2019 10:34 pm
I still don't understand. There is no such thing as "weapons transport" in Factorio. Maybe there's a translation issue here.
vehichle
weapon.png
weapon.png (521.54 KiB) Viewed 386 times
============================================================================
Rseding91 wrote:
Fri Jan 11, 2019 10:34 pm
You can already do that by just putting different ammo in the gun turrets.
clip.png
clip.png (114.26 KiB) Viewed 386 times
============================================================================
Rseding91 wrote:
Fri Jan 11, 2019 10:34 pm
You can already do that by setting entity.active = true/false and adjusting the technology modifiers for the given lasers.

Turret/gun range can't be adjusted runtime and never will be. There's a massive amount of game logic which assumes it never changes and is built on it never changing once the game is loaded.
OK. I understood

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Re: API of the armed entities. Guided weapons

Post by regedit2000 » Thu May 02, 2019 12:45 am

I'll try to be more precise.
The LuaEntity class provides the variable selected_gun_index for the type "Character" - I suggest the variable selected_gun_index to use for the type "Vehicle".
I also suggest using the new variable selected_ammo_index for the type "Turret"

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Re: API of the armed entities. Guided weapons

Post by Boodals » Thu Jun 06, 2019 12:06 pm

I have implemented selected_gun_index for entities of type Car (which includes tanks) (I have source access). It will be in 0.17.46.
If you want selected_ammo_index for turrets, I suggest making a new topic. I didn't look at implementing it because I don't know how turrets behave when they have multiple ammo slots. It might not be possible, it might be easy.

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Re: API of the armed entities. Guided weapons

Post by regedit2000 » Mon Jun 10, 2019 3:21 pm

Boodals wrote:
Thu Jun 06, 2019 12:06 pm
I have implemented selected_gun_index for entities of type Car (which includes tanks) (I have source access). It will be in 0.17.46.
If you want selected_ammo_index for turrets, I suggest making a new topic. I didn't look at implementing it because I don't know how turrets behave when they have multiple ammo slots. It might not be possible, it might be easy.
Thank you very much

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