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 Phalanx Air Defense Turret (now with less suck) 
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REAL AMERICAN HERO
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Post Re: Phalanx Air Defense Turret (now with less suck)
The M134 minigun is a specific brand of gatling gun; specifically, a 7.62mm model produced on a specific blueprint.

You do not make a "vulcan minigun"
they are mutually exclusive

The Phalanx CIWS uses the Vulcan gatling gun, which is not a minigun in any way.

I would be more impressed with a CIWS that more accurately duplicated the real CIWS: automatically shooting projectiles could be really neat.


Sun Nov 29, 2009 7:12 am
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Post Re: Phalanx Air Defense Turret (now with less suck)
Because the gun's name is so important


Looks good, I remember someone made one of these before and I liked it so if it's based off the same thing but with lua and stuff it'll probably be better.


Sun Nov 29, 2009 10:43 am
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Post Re: Phalanx Air Defense Turret (now with less suck)
metal chao wrote:
Because the gun's name is so important


Yes. It is. If you're aiming for realism, it actually is important.


Sun Nov 29, 2009 10:53 am
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Post Re: Phalanx Air Defense Turret (now with less suck)
Well seeing as it's relatively realistic already and the offending word is mentioned only once, I don't think it's that important. Out of the great many words comprising this mod which are accurate and realistically representative, the complaint is about one.
No reason he shouldn't change it though - as I said, it's only one word: it can and should be easily fixed.


Sun Nov 29, 2009 12:39 pm
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Post Re: Phalanx Air Defense Turret (now with less suck)
Grif wrote:
The M134 minigun is a specific brand of gatling gun; specifically, a 7.62mm model produced on a specific blueprint.

You do not make a "vulcan minigun"
they are mutually exclusive

The Phalanx CIWS uses the Vulcan gatling gun, which is not a minigun in any way.

I would be more impressed with a CIWS that more accurately duplicated the real CIWS: automatically shooting projectiles could be really neat.


I'm pretty sure that the engine doesn't let bullets collide with missiles. You could get it to blow missiles up with lua (draw a ray, if it hits a missile, blow it up? i don't know lua :P). But I don't think you can make it automated.
edit:

oh god i realized that i left the name as "centurion c-ram" and never bothered changing it

i feel like a ♥♥♥♥♥♥♥


Sun Nov 29, 2009 6:21 pm
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happy carebear mom
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Post Re: Phalanx Air Defense Turret (now with less suck)
Cheesemonkey wrote:
I'm pretty sure that the engine doesn't let bullets collide with missiles.

Incorrect. Most people don't give their AEmitters GibWoundLimits though, or wounds for that matter. If you had a missile with a GibWoundLimit and wounds defined, you'd have a perfectly destructible missile.


Sun Nov 29, 2009 7:24 pm
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Post Re: Phalanx Air Defense Turret (now with less suck)
Duh102 wrote:
Cheesemonkey wrote:
I'm pretty sure that the engine doesn't let bullets collide with missiles.

Incorrect. Most people don't give their AEmitters GibWoundLimits though, or wounds for that matter. If you had a missile with a GibWoundLimit and wounds defined, you'd have a perfectly destructible missile.


I guess i could edit the base game files to get destructible missiles, but that would probably have some unwanted side effects.


Sun Nov 29, 2009 9:32 pm
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Post Re: Phalanx Air Defense Turret (now with less suck)
Don't the vanilla rockets already have GetsHitByMOs set to true?


Sun Nov 29, 2009 9:37 pm
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Post Re: Phalanx Air Defense Turret (now with less suck)
The coalition rocket at least is GetsHitByMOs = 0, I imagine all others are the same.


Sun Nov 29, 2009 9:48 pm
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Post Re: Phalanx Air Defense Turret (now with less suck)
What'd be cool is if the mags that it reloaded were like inert bombs. You could pick them up, throw them away. So you don't get a buildup of barrels at the base of your turrets.

Also make the "magazine" cap 900-1000. That's what the real one is like, and with the massive reload time this has it needs more as is.


Mon Nov 30, 2009 9:41 am
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Post Re: Phalanx Air Defense Turret (now with less suck)
Duh102 wrote:
The coalition rocket at least is GetsHitByMOs = 0, I imagine all others are the same.
I suppose you could just set the PresetName to a number based on mass on the first hit and then subtract from that on subsequent hits until it hits zero, whereupon it gibs. You could also just make them GetsHitByMOs for the frame it gets hit on.


Mon Nov 30, 2009 10:04 am
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Post Re: Phalanx Air Defense Turret (now with less suck)
or, if you wanted to be hideously inefficient you could loop through MovableMan.Particles, do a presetname check for it being any kind of missle (i suppose a mix of finding things like "roc" and "sle" and "nade" and "bomb" would be a good place to start), then making those gethitbymos and shooting the ♥♥♥♥ out of them.
Would lag like a ♥♥♥♥♥ though.


Mon Nov 30, 2009 11:50 am
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Post Re: Phalanx Air Defense Turret (now with less suck)
I'm relatively sure just getting it to fire at AEmitters and Actors would suffice.


Mon Nov 30, 2009 11:56 am
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Post Re: Phalanx Air Defense Turret (now with less suck)
AEmitters are in MovableMan.Particles, but yeah classname would cirtainly be a better check than presetnames.

These tables make me suspect that if data fixes the attachable issue next build attachables and by extension weapons attached to stuff will have their own iteration table, as I'm pretty sure the scripts are run as the engine itself iterates through the MovableMan tables.


Mon Nov 30, 2009 12:04 pm
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Post Re: Phalanx Air Defense Turret (now with less suck)
Cheesemonkey wrote:
TO DO:

-Make a missile version.


SAM site SAM site SAM site

Image
SAM SIIITE


Mon Nov 30, 2009 9:11 pm
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