Svengali wrote:spara wrote:I have added into this oxp a feature that will keep those destroyed stations destroyed for 30 days. After that they will appear again.
Oh,oh - smells like trouble...
Edit: After taking a look - it is causing trouble. So why not turning this feature into an API? Participating OXPs could hook in and your script simply returns a boolean. The OXPs wouldn't spawn the entity if it's false. This wouldn't break anything as the mechanism only does it for OXPs which are prepared for it.
Sorry guys, should have warned big time... Yes, it is very likely to cause trouble. The feat removes the entity from existence after it has been spawn, as if it should never have been spawn. Maybe I should just move them to the dark side of the sun and remove their beacon? Api would otherwise be a good idea, but I find it hard to believe it would ever be used
. Especially with the older station oxps, like ConStores.
I understand that this is a game, but stations popping back in just eats away immersion in a big way. I find this behavior to be very very wrong. And the reason for it is very fundamental. Oxp-makers have so many toys to play with and there's no greater scale cooperation happening. I don't know if there is any way to avoid this, as long as oxp-makers are allowed to spawn stations whenever they want and other's are allowed to destroy them when ever they want. To make this work would require such a cooperation I don't think will ever happen.
Maybe this should be debated a bit. Is it just me who is annoyed by this behavior? What could be done about it? Let me take one example out of many to stir conversation:
Thargoid Carrier comes and blasts away Sothis Station. You jump out just in time and jump back. No more Carrier and Sothis is shining again. What could be done about it? Easiest thing is not to install Thargoid Carrier
, but that would be boring. KW has not been around for a while, so Sothis is hardly gonna get an update that will put a destruction timer in it.
Sorry, a bit of a long rant and I will revert the oxp back to 1.0.1 to not cause trouble from my side. But there is trouble in the air with all these oxps interacting with each other (Like Svengali just posted).
Edit: Reverted to 1.0.1. Sorry for the hassle
Edit2: @Svengali: How about simulating the destruction of an entity by removing the entity and sending a shipDied event to it (or other way around)? Would it work? Would that still cause trouble?