Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on July 20, 2005, 04:44:28 pm
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How about a SCP feature like this
In the Ship.tbl file you can specify the following field:
$AutorepairRate: 0.1
and it can mean either the number of HP to rpair each secopnd Or the number of seconds it takes to repair 1 HP (i kinda like the second one better)
you could allso specify the $RepairCeling: 50 that tell the game up to what hull percentage to repair the ship by.
This would be rather cool, as you could make ships with nano-repair systems and even bigger ships could slowly repair themselves.
Of course, you could have a AutoRepair on/off box in FRED under ship properties somewhere.
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Can't this already be done, sort of, with SEXPs? I seem to remember the Nyarlathotep regenerating in Derelict.
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already exists
$Hull Repair Rate
Underneath
$Hitpoints
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If you're doing something like TBP, then that becomes too inefficient. You could be playing a mission with quite a number of ships, each requiring their own sexp to control self-repair, cause some ships might be able to do it better than others. Table entries would be better, or make it part of the armor.tbl system, but thats still too complex for most people (sorry WMC). We need a subsystem repair rate, hull repair rate, a possible delay before the repair engages, a yes or no as to whether a subsystem should be able to regenerate from 0%, perhaps a curve figure so the repair rate is dependant on the degree of overall dammage, and it needs to work on any AI class, capships included.
[Edit]
Oops. Didin't see the posts in the other thread. I guess this is mostly implimented after-all.
[/Edit]
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If armor.tbl is too complex, then doing all that would definitely be too complex as well.
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See http://www.hard-light.net/forums/index.php/topic,32796.0.html
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Oh...cool..disn't know that..
Does it have a ceeling (percentage up to which it repairs)?
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100%? :p