I was wondering if I could have multiple AI Updates on 1 vehicle. Reason I want that is because I want primary weapon to just be a normal turret but secondary be a deploy turret. Is there a way to tell it not to deploy whe firing primary weapon but deploy for secondary.
Here is my code for both AI Updates and hopefuly someone can help me in creating the turret code for my vehicle.
Code:
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 90 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY
FiresWhileTurning = No
RecenterTime = 2500
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DeployStyleAIUpdate ModuleTag_04
AltTurret
TurretTurnRate = 0 ; Dont Turn
TurretPitchRate = 0
FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 10 ; how long to wait during idle before recentering
ControlledWeaponSlots = SECONDARY
NaturalTurretAngle = 0
InitiallyDisabled = Yes
End
AutoAcquireEnemiesWhenIdle = No
PackTime = 3333
UnpackTime = 3333
TurretsFunctionOnlyWhenDeployed = Yes
TurretsMustCenterBeforePacking = Yes
ManualDeployAnimations = Yes
End