Director

* **Equipment Name:** Director
* **Function:** Remote Control for Cannons
* **Cost:** AADirector - $20,000 (each) / GunDirector - $50,000 (Each)

## Overview

Directors are series of signs used to control gun type weapons on a ship that are 40mm cannon size or larger.

20mm Cannons can not be controlled by a Director, thus must a npc or player crew must use this weapon.

## How They Work

Directors come in two types as of this writing; GUNDIRECTOR & AADIRECTOR.

* Gun Director
This sign is design to handle most gun weapons its designated to with. So if a Gundirector says "Gundirector", 2nd line size of cannon/gun, it will control them. If more than one gundirector sign is present, it will split how many weapons is controlling. If a weapon has a Cannon sign, the gundirector sign can potentially control it. When activated it will automatically. When a crew / player activates the gun director, you will find that the director works same way as the Cannons. With a target scope helmet on your head, with a gold rod to direct and fire weapons. The target scope will help the player aim and correct misses.     All guns controlled by the director will turn the direction the player wish to fire once loaded.

* Anti-Aircraft Director
The AA Director solely controls 40mm small auto cannons ONLY. Like the Gun Director, it will control the all weapons assigned to it. If more than one AADirector is on the ship, it will split number 40mm guns evenly. Player activating this director will receive a targeting scope and status of the weapons tied into it.

## How to Use it

Both AA & Gun directors are setup to behave the same as using a single cannon. Clicking on the sign will teleport the player where the Director sign is and place them on top of the structure its mounted on. A JackOlantern will be placed on the player head and they will receive targeting information and status of weapons. All weapons will move when the golden blazing rod is right clicked at the direction they wish and they will fire it's assigned weapons.

* Note - Turning: Weapons not loaded will not turn.
* Note - Cross hairs on the JackOlantern helps the player measure the distance. Shells rise and fall when fired, player needs adjust it. Remember all cannons will not necessary fire at same time.

### Gundirector/AAdirectors with FireControl

When Firecontrol sign is added to a ship, Directors will immediately connect to this sign. A player using this sign will be able to see all Director signs (both types), which will show them how their grouped.

## How to Setup

**Basics and Use**:

* Cannons are grouped per size of cannons. Thus a GunDirector controlling 8 inch medium cannons, will require that each cannon to have cannon sign (this is required for turreted weapons.) Smaller weapons do not require cannon signs, but the GunDirector may not work without them. The gundirector also needs size of weapon it's to control written on 2nd line of the sign. When activated, the sign will say "OPEN" on the third line of this sign. Meaning its ready for use.

* When setting up GunDirectors or AADirectors, these signs need to be at best viewing points on a ship. There can be multiple of these signs if wished **IF** a FireControl sign is present.

* When Activated, the controlling player will appear above where sign is. However, if there no place to stand (just free standing sign itself), the player will fall and loose control of the weapons the director sign is controlling..

### Director Turret

Ideally you wish to place either Gundirector or AADirector signs where the gunner/controller crew has best view. Not unlike a Periscope, they will be able see much.

On historical ships, directors are mounted in World War II style Director turrets. These turrets offer protection from damage from cannon fire. However, this is purely option. Remember when in use, the player whom has control of this sign, will appear ABOVE where this sign is. Thus a good location such as a Director Turret maybe ideal.

## Trouble Shooting

* Guns Fire Only Once
Like normal use of cannons and machine gun like Autocannons (20mm & 40mm). The ship MUST be at Battle Stations (command /bs). If ship is not at Battle Stations, there will be no NPC gunnery crew present and this will prevent the guns to be reloaded once the weapons are fired.

* Turrets Not Turning
1) This stems if there are multiple Directors for the SAME type cannon is present. When this the case, the cannon/turrets control will be SPLIT between these directors. Usually, Bow (Front) and Stern (Rear). There are cases of sides of the ship, but this is very unusual.

2) Turret/Cannon is damaged. This usually happens in combat or if construction of the weapon itself causes it to hit the ship's superstructure/walls cutting weapon's barrel. Once barrel is damaged, it will not move again. This also goes for Turrets. If the Turret construction is flawed or battle damage (blocks blasted away) has caused it no longer to be squared (even blocks length/width), it will also not turn again until repaired if the later issue.

* Barrels disappeared!
This is a glitch that may accrue in movement, namely when a ship turns or bobs in the water. Usually this associated with flaw in construction of the cannon placed in the turret. If the barrel not right length coming OUT of the turret (aka sticking out.) The barrels will disappear or disconnect from the ship and float where they were last attached to the ship.

## Also See

* Cannons
* Firecontrol