Maintenance overhauls problem?

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Commander McLane
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Re: Maintenance overhauls problem?

Post by Commander McLane »

Ganelon wrote:
What I'm wondering is at what point of damage on a frangible part is the maintenance overhaul triggered?
I thought that was clear. When the part is gone, removed, killed, exploded, disintegrated, has ceased to exist. How else shall I put it?
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CheeseRedux
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Re: Maintenance overhauls problem?

Post by CheeseRedux »

Commander McLane wrote:
the part is gone, removed, killed, exploded, disintegrated, has ceased to exist.
Must. Resist. Parrot.
"Actually this is a common misconception... I do *not* in fact have a lot of time on my hands at all! I just have a very very very very bad sense of priorities."
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JensAyton
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Re: Maintenance overhauls problem?

Post by JensAyton »

Ganelon wrote:
And is there some point of damage where parts quit working?
The game doesn’t associate subentities with functionality (although it could be done with scripts). For the player, equipment can be damaged if you take hits with the shields down, but this is unrelated to subentities.
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ClymAngus
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Re: Maintenance overhauls problem?

Post by ClymAngus »

That's cool so (and pardon my ignorance, artist first programmer second) I assume that oolite sees a player ship without a sub-entity and ascribes a fiscal sum to it's re-spawning?

Are there any examples of the scripts of which you speak? Can the "respawn" value be adapted?
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TGHC
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Re: Maintenance overhauls problem?

Post by TGHC »

CheeseRedux wrote:
Commander McLane wrote:
the part is gone, removed, killed, exploded, disintegrated, has ceased to exist.
Must. Resist. Parrot.
:lol: :lol: :lol:
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Thargoid
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Re: Maintenance overhauls problem?

Post by Thargoid »

And the other usage of sub-ents that McLane forgot is that for NPCs they are how you get multiple lasers firing in the same direction. Entities can only have two (front and rear), but each individual sub-ent can also have a front and a rear laser, so the whole lot is cumulative when the main NPC entity has armed sub-ents.

Doesn't work (at the moment) with the player ship though...
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