AUTOCOMBAT

Keywords: AUTOCOMBAT, AUTOC

Category: Space

=== USER MANUAL === Usage: autocombat autocombat on autocombat off autocombat toggle Description: Engage or disengage the ship's auto-combat system. When engaged, every offensive weapon module fires at the current target each tick as its individual cooldown expires. Runs entirely from the gunner's chair -- no per-shot shipfire needed. With no argument (or toggle), flips the current state. Use on or off to set it explicitly. Bare autocombat with no argument also prints the current state when given an invalid option. Requirements: Gunner seat ....... You must be in the ship's gunner chair. Target locked ..... Set one with target <ship> -- auto-combat silently idles with no target. Same system ....... Target must be in the same starsystem. Not hyperspace .... Weapons do not cycle in hyperspace. Not disrupted ..... Disruption web events block firing. Facing Rule: Non-station ships can only fire while pointed at the target. If the ship is turned away, auto-combat holds fire and warns once: Auto-combat: not facing <target> -- turn the ship or engage autotrack. Engage autotrack from the pilot seat to keep the nose on target automatically. Auto-Disengage: Auto-combat stays armed through missed shots (out of range, facing, ammo). It only disengages when the gunner physically leaves the chair, at which point you'll see: Auto-combat disengaged. Which Weapons Fire: Every installed offensive module with a configured weapon type (laser, missile, autocannon, railgun) fires as its cooldown ticks. Modules on cooldown or failing their preflight (range, ammo, energy) are silently skipped that pulse. Notes: - Pair with autotrack for hands-off dogfighting: one chair holds the nose on target, the other rains fire. - Standing up ends auto-combat immediately. - shipfire still works manually if you want a single salvo without engaging the automatic loop. Related Helpfiles: TARGET, AUTOTRACK, SHIPFIRE, SHIPSTAT, SCANSHIP === END MANUAL ===