Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Falcon on June 29, 2004, 10:49:26 am

Title: Nanites
Post by: Falcon on June 29, 2004, 10:49:26 am
Is there a possibility of creating nanobots that could do ship repairs in a matter of seconds. Im getting tired of waiting for the support ship always coming and docking it just takes to long. IF there is a way please think about it.
Title: Nanites
Post by: jdjtcagle on June 29, 2004, 10:52:36 am
What?  What are going to do? hose them down with Nanobots?
Title: Nanites
Post by: Falcon on June 29, 2004, 11:16:28 am
No the ships would come stocked with them like they are with countermeasures....
Title: Nanites
Post by: karajorma on June 29, 2004, 11:18:11 am
I'd imagine this would be very easy to do.

Just use a SEXP to fix the ships hull when it gets within a certain distance of a ship or ship subsystem.

Quote
Originally posted by Falcon
No the ships would come stocked with them like they are with countermeasures....


Still easy. I could make a mission with that feature in less than five mins. You simply repair the ships hull when the player presses 1. It wouldn't be hard at all to chain this to a variable so that you could deplete the number of nanobots you had.

With the changes to the HUD you could probably have a counter that showed how many were left but that's a MOD thing not a FRED thing so that would be a bit harder for me to do :)
Title: Nanites
Post by: Falcon on June 29, 2004, 12:02:05 pm
Well Im more considering this each ship has their own stock of nanobots some ships have different numbers each time they press a key it would repair a percentage of the hull. That sort of thing. The capacity of course would be in the ships.tbl
Title: Nanites
Post by: Solatar on June 29, 2004, 12:08:12 pm
Like Freelancer?

Speaking of which, you could also throw in little "battery cells" or something. They would provide a small spike or reactor power, for recharging weapons and shields and stuff.

I'd get the nanobots working first though, before anybody tries anything REALLY complicated.
Title: Nanites
Post by: Falcon on June 29, 2004, 12:11:25 pm
Im sure the GTVA has the technology for them.....
Title: Nanites
Post by: Moonsword on June 29, 2004, 12:40:29 pm
Maybe, maybe not.  We've never seen any evidence of natnotechnology in the GTVA, and while I would not be surprised if there is any, I also don't think 'living metal' (GURPS term, sorry) is something that would be in the setting without our knowledge.  At least, I doubt it would be field-deployed except (possibly) as a one-of-a-kind SOC prototype.
Title: Nanites
Post by: Taristin on June 29, 2004, 12:40:55 pm
The GTVA has the tech? I doubt it. Otherwise, ships would actually be repairing themselves. What you want is a cover for your horrible pilotting skills. :p
Title: Nanites
Post by: Falcon on June 29, 2004, 01:05:26 pm
So......  who care about my horrible piloting skills *flys into a beam*
Title: Nanites
Post by: Moonsword on June 29, 2004, 01:14:55 pm
I think we've all done that.  My personal favorite's getting rammed by a destroyer jumping in.
Title: Nanites
Post by: Taristin on June 29, 2004, 01:44:15 pm
I like dying by my own mssile's shockwave, that's fun.
Title: Nanites
Post by: Flipside on June 29, 2004, 01:56:06 pm
I think I've been killed more often by friendly anticap beams than by hostile ones :(
Title: Nanites
Post by: Taristin on June 29, 2004, 02:14:20 pm
See, that's usually my problem in HALO... Friendly fire, either me killing Keys, or the other marines killing me.
Title: Nanites
Post by: Trivial Psychic on June 29, 2004, 03:27:24 pm
For TBP, allowing ships to self-repair their own hulls and subsystems (for ships larger than fighter/bomber) would allow simulating of ships like the Whitestar, which has organic hull plating.  We need a hull repair flag that works for any ship, and a subsystem regenerate flag for cap-ships and other large vessels.  Their regeneration rate would be table defined in the ships' entries. We'd also probably need sexps to disable or enable these features, for special circumstances.

Later!
Title: Nanites
Post by: phreak on June 29, 2004, 04:19:51 pm
i have a self-repair module and an energy capacitor that would replenish laser/AB/shield energy planned for a tertiary "weapon".  i need to start working on those :nervous:
Title: Nanites
Post by: Blaise Russel on June 29, 2004, 04:23:42 pm
Quote
Originally posted by Raa Tor'h
I like dying by my own mssile's shockwave, that's fun.


The number of times I've died because I didn't fly fast enough in TVWP...
Title: Nanites
Post by: karajorma on June 29, 2004, 05:36:48 pm
Quote
Originally posted by Falcon
Well Im more considering this each ship has their own stock of nanobots some ships have different numbers each time they press a key it would repair a percentage of the hull. That sort of thing. The capacity of course would be in the ships.tbl


Still do-able. :D

Until the table was edited to allow this you simply set the variable holding the number of nanobots to equal one set at the start of the campaign in a persistant variable.

Solotar : If I remember correctly one of the Special check options allows you to regenerate the shield so you could probably do that too by this method :)

Of course when Phreak finishes his work this will all be redundant :)

Quote
Originally posted by Trivial Psychic
For TBP, allowing ships to self-repair their own hulls and subsystems (for ships larger than fighter/bomber) would allow simulating of ships like the Whitestar, which has organic hull plating.  We need a hull repair flag that works for any ship, and a subsystem regenerate flag for cap-ships and other large vessels.  Their regeneration rate would be table defined in the ships' entries. We'd also probably need sexps to disable or enable these features, for special circumstances.


That would be nice to have as a table option but it's pretty easy to simulate right now.