Cannon turret
Posted: Tue Jul 03, 2018 3:56 pm
They should make a stationary cannon turret. Shoots shells like the tank, that would be pretty dope.
Could you add a minimum range?bobingabout wrote:Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be the first things that get destroyed when they fire.
Yes, I have also created a weapon/turret mod that allows for 3 walls between the turret and where the projectile is created for things like cannon turrets.Jap2.0 wrote:Could you add a minimum range?bobingabout wrote:Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be the first things that get destroyed when they fire.
I'm assuming you simply set the projectile_creation_distance to 3.5-ish? Looking at the gun-turrent it looks like the projectile is entirely dependant on the turrent entity and not on the ammunition?Veden wrote:Yes, I have also created a weapon/turret mod that allows for 3 walls between the turret and where the projectile is created for things like cannon turrets.
Correct.eradicator wrote:I'm assuming you simply set the projectile_creation_distance to 3.5-ish? Looking at the gun-turrent it looks like the projectile is entirely dependant on the turrent entity and not on the ammunition?Veden wrote:Yes, I have also created a weapon/turret mod that allows for 3 walls between the turret and where the projectile is created for things like cannon turrets.
I'm asking because i was just wondering if the system is flexible enough to have staged projectiles, i.e. a projectile that fires a non-colliding projectile that after 30 ticks dies and spawns a colliding projectile with same direction.
"challenging" is the new impossible :p. I meant without scripts, not that i see a way they would help because:Veden wrote: I would think it is possible, but getting the projectile direction may be challenging.
You could have a fixed distance the projectile will travel and when it hits it max range it calls on_trigger_created_entity at which point you spawn the second stage projectile.
You can set the attack_parameters to have whatever range you want the turret to shoot at, then configure the ammo to have whatever max range you want the projectile to stop at.eradicator wrote:"challenging" is the new impossible :p. I meant without scripts, not that i see a way they would help because:Veden wrote: I would think it is possible, but getting the projectile direction may be challenging.
You could have a fixed distance the projectile will travel and when it hits it max range it calls on_trigger_created_entity at which point you spawn the second stage projectile.
The main problem i see is that it seems impossible to make an in-air projectile die after a fixed time/distance? Unless you can somehow make a smoke-with-trigger (poison-cloud) move like a projectile.
I think the railgun is a reason why we won’t get cannon turrets. Because a cannon turret would basically be just a weaker railgun. And that’s boring, it has no reason to exist.Sworn wrote: ↑Wed Nov 27, 2024 7:00 pm Dang I really still don't see why in the world we still don't have a cannon turret in the base game, to use with the already existing cannon shells.
Especially now that rail guns also will damage anything in the path, and it is now part of the game.
Well part of space exploration I guess, which one could argue it is a mod....
But still... Regardless of the projectile hit box, why would this be an issue? It damages anything it hits, ok, fair enough, why block it only because of this?
It doesn't need to do absolutely nothing different from what the tank already does when it fires it.
Also, their role is already taken by rocket turrets and railgun turrets. The latter even has the same problem.bobingabout wrote: ↑Wed Jul 04, 2018 7:48 am Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be the first things that get destroyed when they fire.
Rocket turrets deal explosive damage. No other turret does that. That’s what makes them special, duh.Sworn wrote: ↑Wed Nov 27, 2024 7:23 pm Not true, why do we have rocket turrets then? From that perspective all turrets would be the same.
Also, rail gun is space age, as cannon turret should be base game.
Also, we wouldn't have so many mods adding it if it wasn't something people would like to have, way before space age was even a simple mod
its not that it just boring, cannon turret would allow you to skip railgun for clearing huge asteroids to finish the gameCyberCider wrote: ↑Wed Nov 27, 2024 7:18 pmI think the railgun is a reason why we won’t get cannon turrets. Because a cannon turret would basically be just a weaker railgun. And that’s boring, it has no reason to exist.Sworn wrote: ↑Wed Nov 27, 2024 7:00 pm Dang I really still don't see why in the world we still don't have a cannon turret in the base game, to use with the already existing cannon shells.
Especially now that rail guns also will damage anything in the path, and it is now part of the game.
Well part of space exploration I guess, which one could argue it is a mod....
But still... Regardless of the projectile hit box, why would this be an issue? It damages anything it hits, ok, fair enough, why block it only because of this?
It doesn't need to do absolutely nothing different from what the tank already does when it fires it.