Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Spoon on July 30, 2009, 06:49:17 pm
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So I have this model with a big shield subsystem submodel. I gave that submodel the "carry no damage" flag.
According to the wiki it's suppose to:
"# "carry no damage"
* Damage caused to the subsystem will not carry over to the parent ship "
Alas when I shoot at the shield both the ship and the shield get damaged.
$Subsystem: Armshield, 15.5, 1.0
$Flags: ("carry no damage")
Any as to clue why?
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an other oddity
(http://xs141.xs.to/xs141/09315/subsystems154.jpg)
For some reason every subsystem is listed as weapons
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What build are you using? Have you run a debug build?
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5495
Debug gives a few none important messages about docking points, runs the test mission and freespace then crashes back to desktop with no debug error after 10 seconds
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Fix the docking points if you can, 3.6.11 debugs sometimes crash because of warnings, I don't know why.
I always fix everything that I can before posting a log, this makes it a lot clearer and ensures that crash isn't caused by issue highlighted previously by warning.
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Fix the docking points if you can, 3.6.11 debugs sometimes crash because of warnings, I don't know why.
I always fix everything that I can before posting a log, this makes it a lot clearer and ensures that crash isn't caused by issue highlighted previously by warning.
Pretty sure it's not caused by the docking points though. It merely complains that I do not have any or enough docking points assigned to my ships. The weird subsystem glitch only happens with 1 ship, the others are fine. So I guess I have to look whats causing it.
The 'carry no damage' flag remains a mystery for me though
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Humm... mmh... seems like subsystem damage 'leftovers' are not scaled back using subsystem factor which causes only the subsystem damage from being exempted from the hull damage... Which probably should count as a bug - could be intentional though.
EDIT: That is this seems to happen ATM... The amout of damage caused is multiplied by the subsystem damage factor of the weapon. In return if the 'carry no damage' flag is set the subsystem damage (or the remaining hitpoints of the subsystem - which ever was smaller) are deducted from the damage. And the damage value is used to determine damage caused to the hull.
Now in ideal case subsystem factor is 1 and nothing is passed through the 'carry no damage' block. However most often subsystem factor is < 1 which leads to this case.
Or so it seems.
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So a workaround would be to give all weapons a subsystem damage multiplier of 1.0?
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Ahhh, I get it...
Weapons (in general) do X damage to the hull, and if there's a subsystem in the way, Y damage to that (in addition to the hull damage). The carry no damage flag is currently set up so that, if used, it will do X-Y damage to the hull, and Y damage to the subsystem...
I can see why it was written the way it was, but it's stupid, and I reckon it should be changed.
Spoon: I think you will want to make the subs. damage equal to the hull damage unless/until this gets changed. That or 1.0...
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I see, Thanks for the explanations guys. So it's not a bug, it's just that the flag works differently from what is written in the wiki.
I guess armed with this info, I might be able to find a way to work around it...
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I considered it to being a bug. Should be fixed in next nightly build.
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I considered it to being a bug. Should be fixed in next nightly build.
:yes:
Thanks Wanderer!
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Hm... maybe make it three options? Like:
* no flag: Y, then X (FS standard behaviour)
* "carry-no-damage"-flag: Y, then none
* some new flag: Y, then X-Y
That's just a suggestion, but I'd think some people might like the X-Y "blocking" behaviour for their mods, as it's a somewhat "natural" way of how you'd expect damage to work... (Though personally, I don't really need it.)