Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: General Battuta on November 15, 2015, 05:06:46 pm
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If a ship has $Support Hull Repair Rate: 0, it cannot receive subsystem repairs.
This breaks most missions in BP, please fix!
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Updated with what I think is the actual bug.
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This bug is still present in the 2015/11/20 build, which is weeeird, cause I think
MageKing DahBlount put in a fix...
Also, let's say I have a ship with
$Hull Repair Rate: 0.05
$Subsystem Repair Rate: 0.10
How fast should I be seeing hull and subsystem recovery? 5% hull a second, or 20 seconds to gain 1% hull?
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Also, let's say I have a ship with
$Hull Repair Rate: 0.05
$Subsystem Repair Rate: 0.10
How fast should I be seeing hull and subsystem recovery? 5% hull a second, or 20 seconds to gain 1% hull?
The latter; the value is specified as "percent of maximum to regain every second", so 0.05 is 0.05%/second, or 1%/20 seconds.
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Wuh oh. Better buff those values!
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We talked on #SCP and are closing in on a fix.
While I'm here, can I ask for a feature that allows $Subsystem Repair Rate to work even when subsystems are destroyed? I want to make some ships that repair their subsystems _even when destroyed_, because support's not available for these guys.
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EDIT: Whoops, I accidentally my old post.
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I don't need that right now. Just a per-class flag.
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Nevermind, I did it anyway. Test builds: AVX (http://deviance.duckish.net/downloads/fs2_fred2_open_autorepair_AVX.7z) and SSE2 (http://deviance.duckish.net/downloads/fs2_fred2_open_autorepair_SSE2.7z)
Subsystem flag "autorepair if disabled" and ship flag "repair disabled subsystems"; the latter should be equivalent to giving every subsystem the former (using both is redundant).
Note that there's no kind of "delay" before autorepair kicks in, so this will basically make it impossible to even temporarily disable autorepairing engines. Wondering what the best solution to that is; what would be your preference?
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Hmm. I intend to use this on player ships who can't get support, so I'm okay with no engine failures ever. Besides, we have the per-subsystem flags!
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Works majestically! Let me know when that's in nightly builds, I will add it to BP tables.
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Works majestically! Let me know when that's in nightly builds, I will add it to BP tables.
It's now in Nightly Builds (http://www.hard-light.net/forums/index.php?topic=91116.msg1806042#msg1806042).
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Just noticed this... Win. Nothing like the player's Comm system getting disabled for killing storylines... Even worse is Comm & Engines disabled.