Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on June 23, 2003, 12:28:20 am
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id like to see subsystems for shields generators. taking out a ships shield generator takes out that ships ability to charge its shields.
perhaps a few other subsystems as well, my imagination sucks tonight, so i let you come up with those ideas.
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that's a very good idea, though I'm a bit busy with the decals code right at the moment
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i thought it was already possible using sexps, but maybe making it hardcoded could be a good idea
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Easy to do. Make a subsystem called "shield generator" or some such thing, and when the subsystem is destroyed, have the shields-off sexp fire.
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it would also be relitivly heasy to hard wire
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Would it be possible to have it so that if the shield subsystem is damaged it takes longer to recharge? For example if the generator is down to 50% it would take twice as long to recharge.
Or would that be too much work for not very much gain?
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would probly be only slightly more dificult, the question would be would you really want it, for gameplay issues.
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probably instead of damaged shield gens it could be easyer to share the recharging rate with different shield gens: if a ship has two shield gens and one of em is destroyed the recharge rate is lowered to 50%, if there are 3 gens the rate is lowered to 33% for each gen destroyed, etc etc