OK, thanks, that is useful to know.
Just to be awkward if I decided my assassin wanted an escape capsule (perhaps he's having a 'self-doubt episode') can something like this be done? Can elements of auto_weapons be selectively over-ridden?
[WIP] Nova Fighter
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- Smivs
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Re: [WIP] Nova Fighter
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Re: [WIP] Nova Fighter
Various ways you could do that:
- have a specific assassin variant in shipdata, with auto_weapons turned off but the other customisations already done
- give it a ship script that re-awarded the escape pod if it was removed (it only tries once)
- give it a ship script that awards an escape pod in the shipSpawned event (which occurs after the populator has acted)
(The reason assassins don't have escape pods is that they target escape pods for destruction, and it was looking silly in the fights when one of them ejected and the others would all then go after their pod)
- have a specific assassin variant in shipdata, with auto_weapons turned off but the other customisations already done
- give it a ship script that re-awarded the escape pod if it was removed (it only tries once)
- give it a ship script that awards an escape pod in the shipSpawned event (which occurs after the populator has acted)
(The reason assassins don't have escape pods is that they target escape pods for destruction, and it was looking silly in the fights when one of them ejected and the others would all then go after their pod)
- Smivs
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- Joined: Tue Feb 09, 2010 11:31 am
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Re: [WIP] Nova Fighter
cim wrote:(The reason assassins don't have escape pods is that they target escape pods for destruction, and it was looking silly in the fights when one of them ejected and the others would all then go after their pod)
Thanks cim.
Probably time to give Vincentz his thread back.......
Commander Smivs, the friendliest Gourd this side of Riedquat.