Cannon turret
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Cannon turret
They should make a stationary cannon turret. Shoots shells like the tank, that would be pretty dope.
- bobingabout
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Re: Cannon turret
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.
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Re: Cannon turret
Ohh, troo. Good point. Thx for clarifying that. I've been crankin' out ideas right and left. I'll just keep throwing them out there. Happy fourth.
Re: Cannon turret
The Rampant mod seems to have solved the issue of projectiles hitting walls or flying right over them. I don't think friendly fire is a huge obstacle for creating new player assets.
Re: Cannon turret
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.
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Re: Cannon turret
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.
- eradicator
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Re: Cannon turret
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.
Re: Cannon turret
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.
The projectile is tied to ammo.
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.
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Re: Cannon turret
"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.
Re: Cannon turret
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 created a medic turret that looks for enemies within a range of 28 and shoots a projectile with a max range of 0. When the projectile hits it can either call into a script or setup the ammo to create whatever you want. In the instance of the medic turret it creates a healing cloud for player built buildings around the turret.
Cannon turret
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.
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.
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Re: Cannon turret
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.
Re: Cannon turret
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
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
Re: Cannon turret
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.
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Re: Cannon turret
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
Also, those mods were for a version of the game that didn’t have railgun turrets. Of course people wanted it then, but now there’s no need for it.
Re: Cannon turret
I still want a cannon turret, because the cannon is a fun weapon that is only used by the tank right now.
I was very disappointed that the mech armor doesn’t have an integrated cannon, too. It looks like it should.
I was very disappointed that the mech armor doesn’t have an integrated cannon, too. It looks like it should.
Re: Cannon turret
Yah, and both fails to address space age only change vs base game.
unless new turret is just ruled out from the base game already, and space age only have it as it is its "own" mod... well if that is the case, then there is no hope, besides using a modded cannon turret
unless new turret is just ruled out from the base game already, and space age only have it as it is its "own" mod... well if that is the case, then there is no hope, besides using a modded cannon turret
Re: Cannon turret
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.