I thought that was clear. When the part is gone, removed, killed, exploded, disintegrated, has ceased to exist. How else shall I put it?Ganelon wrote:What I'm wondering is at what point of damage on a frangible part is the maintenance overhaul triggered?
Maintenance overhauls problem?
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Re: Maintenance overhauls problem?
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Re: Maintenance overhauls problem?
Must. Resist. Parrot.Commander McLane wrote:the part is gone, removed, killed, exploded, disintegrated, has ceased to exist.
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Re: Maintenance overhauls problem?
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.Ganelon wrote:And is there some point of damage where parts quit working?
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Re: Maintenance overhauls problem?
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?
Are there any examples of the scripts of which you speak? Can the "respawn" value be adapted?
Re: Maintenance overhauls problem?
CheeseRedux wrote:Must. Resist. Parrot.Commander McLane wrote:the part is gone, removed, killed, exploded, disintegrated, has ceased to exist.
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OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
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Re: Maintenance overhauls problem?
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...
Doesn't work (at the moment) with the player ship though...
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