Event Controller - Trigger Hold
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This is an extension and revision of an old, now archived, idea - adding a 'trigger hold' event to event controllers would act the same way, but with the benefit of working with all blocks through the event controller instead.
You'd add the event controller to the toolbar and it would act like fixed ship weapons - holding the fire button with it selected would activate it, and releasing would deactivate it. This would allow for things like manually controlled gimballed weapons if you bind activate/deactivate to a custom turret controller's fire toggle.
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