Page 1 of 1

Turret Weapons!

PostPosted: Sun Dec 14, 2014 11:39 am
by Fordcars
The long awaited turret weapon plug-in (thanks raptor!)

  Code:
---- Turret Weapons
---- by fordcars (thanks to raptor)


function getArgsMenu()

    return "Turret Weapons",
        {
            ToggleMenuItem.new("Turret Weapon", {"Phaser", "Triple", "Burst", "Bouncer", "Seeker"}, 1, true, "Pick a weapon!")
        }
end

function main()
    local turWeapon = arg[3]
   
   local object = Turret.new(point.new(0, 0))
   object:setTeam(1)

   if(arg[3]=="Phaser") then
      object:setWeapon(Weapon.Phaser)
   elseif(arg[3]=="Triple") then
      object:setWeapon(Weapon.Triple)
   elseif(arg[3]=="Burst") then
      object:setWeapon(Weapon.Burst)
   elseif(arg[3]=="Bouncer") then
      object:setWeapon(Weapon.Bouncer)
   elseif(arg[3]=="Seeker") then
      object:setWeapon(Weapon.Seeker)
   end

    bf:addItem(object)
   
   deselectAll()
   object:setSelected(true)
end

function deselectAll()
   local selectedObjects = plugin:getSelectedObjects()
   
   for i,v in ipairs(selectedObjects) do
      v:setSelected(false)
   end
end

Re: Turret Weapons!

PostPosted: Tue Dec 16, 2014 2:21 pm
by amgine
what happens if you give turrets mines.....

Re: Turret Weapons!

PostPosted: Tue Dec 16, 2014 3:00 pm
by Fordcars
Hah dunno :P

Re: Turret Weapons!

PostPosted: Fri Dec 19, 2014 9:18 am
by amgine
It would be interesting if after a ship crosses through a invisible circle it placed a mine behind the ship for a next person.