Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Revan on May 18, 2009, 08:19:34 am
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I hope this is the right place for my suggestion.
I would like to ask once about a Feature that would be quite important to me. It is possible that a ship independently repairs its Hull. Especially in TBP, that would make correctly sense (Minbari, FirstOnes, Thirdspace, Drakh). The Minbari Project showed functioned how it. It is a simple TBL entry. Thats the Entry:
$Hitpoints: 300
$Hull Repair Rate: 0.1
It would be me to be sure rather if that could be adjusted via FRED. Then the TBP team would not be compelled to generate further TPM files or to change the Core.vp. So far the team not probably also would go. The advantage would be also that every could adjust after own estimating the repair rate and that already existing Campains not therefrom would be impaired. I know that one can use already now Hull-Repair in the FRED simply. But that is not entire the same, needs a verry good freddingskill, and for 10+ ships it would be well also too circumstantial.
Is it possible to add this feature to FRED?
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That's nothing to do with FRED, and shouldn't be - FRED doesn't get to fiddle with any other ship properties, so why would this one be different?
This kind of adjustment is what modular tables are for - if you want the 'same' ship to behave differently in different missions, then you make ship clones like SF Dragon#weak.
(Yes, you may start to hit the ship limit, but it's pretty high)
FREDding to auto-repair the hull is pretty easy anyway - just use a repeating When with a suitable repeat rate and very large repeat count, and repair-subsystem > hull each time
Using an argument list makes it even easier, as you just list the relevant ships that self-repair as the arguments.
(Although you'll need to understand arguments first. And those *are* more complicated.)
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That's nothing to do with FRED, and shouldn't be - FRED doesn't get to fiddle with any other ship properties, so why would this one be different?
I may be wrong, but what about the Ship-Weapons oder the Ship-Hitpoints zu can modify in FRED? Or the Texture-Change-Feature?
This kind of adjustment is what modular tables are for - if you want the 'same' ship to behave differently in different missions, then you make ship clones like SF Dragon#weak.
(Yes, you may start to hit the ship limit, but it's pretty high)
This may be a possibility, indeed, I don't like unofficial Mods.
FREDding to auto-repair the hull is pretty easy anyway - just use a repeating When with a suitable repeat rate and very large repeat count, and repair-subsystem > hull each time
This needs my knowledge to prevent several Events over that the ship has not 1000% Hull at the end. And that would be well somewhat too violently if one had to make that with ten or more ships, above all if some of them appear in waves. Correct me if i am wrong.
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You can't go over 100% using SEXPs. They won't go over.
As for doing it for multiple ships, that's what the argument SEXPs are for.