Control Blocks (Pistons, Swivels, MTMags, etc)

Mindl3ss

Mindless Dominion Fleet Admiral
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and @Legionite I made you a new Ion Cannon. it's all skelletal because of weight limitations on the turret assembally and so people dont need to tear it apart to see how it works.
ION CANNON.png
1-outriggers
2-feet
3-Focus/Spread Ion Beam
Arrow keys control the turret
R for manual aiming
Iv got another project that this is going into for a totally different perspective on the weapon.
 
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This mod is beast! There were some suggestions made that I also agree and encourage such as the anchor points issue but regardless, it is awesome.

I'd humbly suggest as well that if it could be possible to have a complex "walking pistons" mechanism in one single block, with at least two or three articulations would be something amazing to play with.

Although it isn't too complicated to achieve this with the pistons and swivels as they are right now though, but thought this sort of mechanism would be a next step on that direction.
 

Exund

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Just to clarify for all asking about the APs

The APs can only be aligned within the Tech grid due to the building system. So unless there is a different Tech the attach points won't rotate.

The problem is kinda the same for moving because the code wasn't made to support dynamic AP change when the block is attached. In pure theory it could be possible but would probably be a nightmare to do.
 

WhitePaw2002

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Positional
Nothing new

Targeting
This mode has changed to adapt Positional while there is no target present. Going back to aiming automatically when needed

Cycle
"it's weird
but it works the way it is supposed to
It's like the On-Off, except it bounces off (angular) limiters and reverses (direction)
For things like walkers"
 

WhitePaw2002

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Oh there's a new UPDATE that adds four new methods
(copied & pasted off of github)
  • Player Aim
  • Velocity Aim
  • Cycle
  • Throttle
  • Blocks added to tech should no longer teleport the tech's rotation
  • Half-values save properly now
  • When no target is nearby, Enemy Targeting temporarily switches to Positional