Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Raptor on April 13, 2004, 07:08:34 am

Title: Player Ship Subsystems
Post by: Raptor on April 13, 2004, 07:08:34 am
I'm curious what do people think (or know) is the upper limit of subsystems on player flyable craft?

Thinking about large gunships with (hopefully) several turrets on them.  I know that simply having them dosn't cause trouble, but I've heard that there is a limit to the 'Damaged Subsystems' list on the HUD, which when exceeded, causes the game to crash.

Comments?
Title: Player Ship Subsystems
Post by: kasperl on April 13, 2004, 07:29:38 am
dunnno, if you keep it on one engine, remove comm, and perhaps some more, you ought to be able to fit in a few good turrets. the problem is, is that the player won't have much to do but play chauffeur.
Title: Player Ship Subsystems
Post by: Raptor on April 13, 2004, 09:28:12 am
ATM, I'm looking at nine sub's for player craft, thats the standard four (sensors, comm, nav, weapons) two engines and three turrets.

It's what to do about a certain hostile craft, which may have 2-4 more turrets, and if I script a mission were the player flies a captured craft (this is all my campain I have planed;) ).
Title: Player Ship Subsystems
Post by: karajorma on April 13, 2004, 02:30:16 pm
Too many subsystems will cause a crash if the game tries to display them all as damaged on the HUD and runs out of space. Be very careful not to proceed until someone who's looked at the code tells you what it is or you could find yourself getting what looks like random crashes when they play with this mod.
Title: Player Ship Subsystems
Post by: Flipside on April 13, 2004, 03:44:11 pm
Unless they work out a 'don't display damage' flag for subsystems, but we will have to wait for the SCP Team to iron out some bugs and release 3.6 before we go asking them if they can do anything about that, as it's not so much a bug as a badly supported feature :)
Title: Player Ship Subsystems
Post by: Raptor on April 13, 2004, 04:34:34 pm
Quote
Originally posted by karajorma
Too many subsystems will cause a crash if the game tries to display them all as damaged on the HUD and runs out of space. Be very careful not to proceed until someone who's looked at the code tells you what it is or you could find yourself getting what looks like random crashes when they play with this mod.


That's why I asked.  Better to be safe than sorry.:)

Well, I can wait a while, the ships that this thread is concerned with are not likely to be made for some time.