What about the requirements? |
So, in your upgrade, do you have two slot item add actions? Are they set to permanent?
Do you have local or global max limit set to 1? |
Just make each slot item take up 1 slot, and have your upgrade give the squad the desired number of slot items. |
Assuming your slot items take up 1 slot, do you have at least 4 slots for the squad? |
You wanted it to automatically switch, correct? Just put the override in the action_apply_ext of the entity, and make sure to require aircraft as the target. Then, just add change weapon actions. You will probably need another override which requires NOT aircraft, and change back to the ground weapons. |
You only need to set the tracking for hardpoint 1, as the others are coaxial to it.
As for the indicator, I believe so.
You could set up an override_weapon_target_prereq_action that changes weapons based on aircraft targets. |
It is hard to say without seeing what the original attributes were like. However, I believe tuning the projectile instead of the weapon is probably your best bet.
I think piercing is the same as ignore_shot_blocking, but for specific things. The only way to find out is to try it.
Set receives_attack_commands off for hardpoints other than 1. |
Take a look at the projectile, there are a number of things there that might interest you. For example, use_homing_when_no_blocker, collision_land_ignore.
There is also an ignore_shot_blocking in the behaviour section of a weapon.
If that is the case, just make sure the tracking for the weapon in hardpoint 1 is not -180 to 180 for left/right. |
What exactly do you mean by the first point? It is currently set to artillery, so it should already be doing that.
It should already be prevented, due to the left/right limits of 135 degrees. |
Yes, that is good advice. GitHub is a great way to ensure that you do not lose your work, and can be a great way to roll back when something goes wrong (provided you commit often). |