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(I.E. for purpose of allowing independent turret targeting as default, and only using the slaving script for manual Target Focusing upon request.)
(vanilla Target Locking theoretically achieves nearly this, however turrets obey subsystem and auto-lead behavior in that case; the desire is purely manual control of all slaved turrets via designator (again, only when designator is controlled))
Yes.
"i notice it seems u use interior turrets as designators"
I made a lot of the documentation and examples above years before when interior turrets had 800m range. It is just a regular (albeit subpar) turret now.
"detects enemies / allies"
For clarity, turrets only detect what they shoot at. If you want to detect allies, you should use a custom turret controller as a designator.
"can i use the custom turret as the designator"
As in a custom turret controller? Yes, that will work with this script.
i notice it seems u use interior turrets as designators, does the interior turrets range effect how it detects enemies / allies for the slaved turrets?
also does this stop ur turrets from shooting ur own ship or only ally ships?
i have a strange multi turret set up on top of my ship. (big grid) 1 assault cannon, 2 chain guns, 2 missile turrets, 1 custom turret. can i use the custom turret as the designator or would it be more viable to use an interior turret for each of my AI guns and for the custom
what issue are you having?