I’m trying to wrap my head around something with turret subsystems
A “System” subsystem can have a collision/selection mesh .subs and .hod, with the actual graphical mesh being inside the ship that is damageable and the subsystem controlling if the effect is active or not, can the same be done with a turret?
we can have a couple different types of subsystems:
NewSubSystemType.type="Hidden"
NewSubSystemType.type="System"
NewSubSystemType.type=“Weapon”
I’m assuming that Weapon provides all of the code hooks for the animation
this entry seems to be just for text and has no functional meaning
NewSubSystemType.typeString=
the substyem also it can be listed as inate,which Believe bitvenom said that damage contributed to the parent ship not to the subsystem, only one weapon system has this set, the Vgr BC heavy missile launcher
NewSubSystemType.innate=1
THese entries are what controls the subsystem life time
NewSubSystemType.maxhealth=20000
NewSubSystemType.inactiveTimeAfterDamage=40
NewSubSystemType.activateHealthPercentage=0.1
has anyone made an animated turret that is graphically on the base ship hod with a damageable sub tied to it?