Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on June 24, 2005, 06:18:48 pm

Title: subobject hitpoints thingy?
Post by: TrashMan on June 24, 2005, 06:18:48 pm
Is anyone working on it or does anyne have any plans?

You know, the subsystems beng determined by the % of the ships hull and MUST add to 100%...which sucks..
I cna't have a ship will well armoured subsystems & turrets unless I have a few subsystems and turrets or redicolous ammount of HP (and I don't want hte ship to have too much hp)
Title: subobject hitpoints thingy?
Post by: karajorma on June 24, 2005, 06:35:55 pm
Before this devolves into the customary flame war try giving it a ridiculous number of hitpoints and then use special hitpoints in FRED to reduce that to a normal amount.

I've never had to use the feature so I've got no idea whether it calculates subsystem strength based on the table value or the special value.
Title: subobject hitpoints thingy?
Post by: Kie99 on June 24, 2005, 07:23:40 pm
I don't think it makes any difference if a ship's hull adds up to more than 100% or not, FRED2 just complains sometimes.
Title: subobject hitpoints thingy?
Post by: WMCoolmon on June 24, 2005, 08:23:44 pm
Goob said he wanted to look into it, I think, it's an ask-after-3.6.7 item
Title: subobject hitpoints thingy?
Post by: TrashMan on June 26, 2005, 04:54:12 pm
I do belive FS2 will chrash if subsystem totla exceeds 100%
(I dunno, I was told)

If this is true then it is impossibel to make a ship who's subsystems are heavily armored, but his hull isnt.
Title: subobject hitpoints thingy?
Post by: Goober5000 on June 26, 2005, 06:33:39 pm
Quote
Originally posted by TrashMan
I do belive FS2 will chrash if subsystem totla exceeds 100%
(I dunno, I was told)
I was under that impression, but I may have been mistaken.  I'll have to check.