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Re: Maintenance overhauls problem?

Posted: Mon Apr 04, 2011 1:53 pm
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?

Re: Maintenance overhauls problem?

Posted: Mon Apr 04, 2011 2:38 pm
by CheeseRedux
Commander McLane wrote:
the part is gone, removed, killed, exploded, disintegrated, has ceased to exist.
Must. Resist. Parrot.

Re: Maintenance overhauls problem?

Posted: Mon Apr 04, 2011 2:42 pm
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.

Re: Maintenance overhauls problem?

Posted: Mon Apr 04, 2011 2:55 pm
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?

Re: Maintenance overhauls problem?

Posted: Mon Apr 04, 2011 3:22 pm
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:

Re: Maintenance overhauls problem?

Posted: Mon Apr 04, 2011 9:12 pm
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...