Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: psyhotik on December 06, 2008, 05:40:25 am
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Hi! I have a question:
Is it possible to prevent ships from firing their beams on already destroyed enemy vessel (enemy has 0% hull but hasn't exploded yet)? I was trying to do it by beam-protect SEXP (if is-destroyed-delay then beam-protect) but it seems to have no effect (maybe beam-protect doesn't work on destroyed ships?). I don't want to do it by locking beams of friendly ships, because there may be other targets for them. Any suggestions? :)
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you could try an ignore order instead of beam protect *edit just make sure you give it higher priority than any attack orders
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but if you get 0% hull then it's not the same ship... or is it? are you replacing it ?
maybe the (if-destroyed-delay then beam-protect) is not triggering because you never get a true on the destroyed-delay.
change that one to something else.
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i think there may be a is-hull-at sexp... im not sure off the top of my head. maybe that would work better (if it exists)
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If the ship is a 0 hull it has been destroyed. None of those sexps will do anything because they will check the logs and see that the ship is destroyed and not change anything.
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When
<
-hits left
--ship
-1
ai-goals
-ai-ignore
--ship
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Not AI Ignore... then it might actually sit there at 1% hull and never be killed unless the player does something. Try beam-protect-ship instead.
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then you add a new line right after that one and set the hull to 0% and that's it, but it will not appear as destroyed by the beams in the events log.
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Not AI Ignore... then it might actually sit there at 1% hull and never be killed unless the player does something. Try beam-protect-ship instead.
By the time the event triggers the ships will already be at 0 HP. HP goes down fast and the ordinance already fired won't stop.
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you could also remove the blow up times from the ship tables =p instant kaboom when hull hits 0
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OK, big thanks guys :) I'll try some of this :)