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Weapon Targeting and Hardpoint
- Threats are the target types the Turret will seek. The order of the Threats list also sets priority. If your Turret does not have a Threat type listed, players will not be able to enable or disable it in the control panel.
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Thrust: Thrusters
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Jumping: Jump drives
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Utility: Contains inactive Decoys, Cockpits, Upgrade Modules, and other minor items
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Offense: Weapons
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Power: Power producers or power storage blocks
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Production: Refineries, Assemblers, and other production based items
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Any, disables the Priority system, if it the only Subsystem available; It is any system, or block, in range. (please ask Kreeg for translation)
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Decoys do not override targeting they merely add themselves to the randomized list of valid block targets in their subsystem group.
- If MaxTargetDistance is left at 0, the AI maximum range will be determined by the MaxTrajectory of the first stage of the current ammo
¯\_(ツ)_/¯
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Weapon---Communications
- Off: No leading, fire straight at current target position.
- Basic: Accounts for relative motion between firing and target grids, but not projectile acceleration time. Does not account for gravity.
- Accurate: Accounts for relative motion between firing and target grids, but not projectile acceleration time. Accounts for gravity.
- Advanced: Accounts for relative motion between firing and target grids, and projectile acceleration time. Accounts for gravity.
If you have suggestions or implementations, please raise them in the Discord! Thank you!
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WeaponCore Quick Links
Weapon Properties (Page in Progress)
Multi-Turret Creation (Page in Progress)
Weapon - Targeting & Hardpoint
Weapon - Critical Reactions/Warheads
Weapon - Minimal Configurations
Ammo - Electronic Warfare System (EWAR)
Ammo - Guidance System (Homing, Mines, Self-Guided)
Armor System (Page in Progress)