Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Tempest on January 20, 2008, 03:24:40 pm

Title: $Nav governs warpout capability issue
Post by: Tempest on January 20, 2008, 03:24:40 pm
This feature in the AI_profiles table makes the engine require that a ship has a functional nav subsystem to warpout. I want to use this feature, but it seems that ships without a nav subsystem can still use hyperspace. As an optional feature, would it be possible to disallow ships without the subsystem from jumping instead of requiring that the ship both have it and have it be destroyed? Thanks.
Title: Re: $Nav governs warpout capability issue
Post by: blowfish on January 20, 2008, 03:41:34 pm
Can't you just use a never-warp SEXP, or just give the ship in question no departure cue?  It's not a solution to the problem, but it is a workaround.
Title: Re: $Nav governs warpout capability issue
Post by: Goober5000 on January 20, 2008, 04:22:24 pm
:wtf: Yeah, I agree with blowfish.  If a ship doesn't have that subsystem, it shouldn't be penalized.  For example, escape pods don't have engine subsystems but they can still move around.
Title: Re: $Nav governs warpout capability issue
Post by: Backslash on January 21, 2008, 04:29:14 am
Hmm.  Even if it was only tied to the $nav governs warpout capability flag?
Title: Re: $Nav governs warpout capability issue
Post by: Goober5000 on January 21, 2008, 12:14:07 pm
There are plenty of other ways to prevent ships from warping out.  I see no reason to twist this feature into a self-contradiction.  Rule #1 in game design: Avoid violating the principle of least astonishment (http://en.wikipedia.org/wiki/Principle_of_least_astonishment).

The most direct way of preventing a ship from entering subspace under all circumstances is to give it the "no subspace drive" flag, which is probably what Tempest is thinking of.  Rule #1 in requesting support: Say what you need, not what you think you need.