I think it'd be useful if we could make limited-arc weapons rotate that arc when a specific piece rotates rather than just the unit itself. That way a turret can have multiple weapons that have a limited arc without simply slaving all of them to the primary weapon. The Tiger tank in CvC has two side turrets and a grenade launcher mounted on the main turret that should have a limited arc in relation to the turret's rotation but should not be restricted to shooting at the same target as the primary cannon on the turret.
It'd also allow weirder concepts like weapons that constantly rotate and shoot when a target is in their current fire arc.
Firearcs relative to a piece?
Moderator: Moderators
That might be useful. In addition, I've been wanting, since I started working with Spring, to have the ability to have a script fire a weapon that used the Z-axis as the vector when the script returns TRUE, so that we can finally have weapons that are deliberately firing on vectors that "don't make sense" but aren't just random, either. It's not cool that I can have a weapon's barrel pointing 180 degrees away from the true aimpoint, tell Spring the weapon's ready to fire through the script, and then have Spring fire it on what it "knows" is the "correct" vector
I know this seems like it might only have limited usefulness... but I can tell ya what I'll do with this if it's ever really practical: hand-to-hand weapons with almost perfect impact detection.

I know this seems like it might only have limited usefulness... but I can tell ya what I'll do with this if it's ever really practical: hand-to-hand weapons with almost perfect impact detection.
For that you need pushing gone. But it'd also allow launching guided missiles into different directions and stuff like that... Or laser fences using real lasers. Or the laser lighthouses from Stratosphere (when an enemy is in range they start rotating and firing a laser in a fixed angle). Script-controlled weapon spreads. Slasher beam cannons.