Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Black Wolf on April 08, 2014, 01:17:01 am

Title: Preventing subsystem recharge
Post by: Black Wolf on April 08, 2014, 01:17:01 am
This seems like it should be simple, but I can't find a way to do it in the wiki - is there a way to flag a specific subsystem so that it wont recharge on a fighter? So that if I set it at 1%, it stays at 1%, just like on a capship? I want to add a new (untargetable) subsystem to store numerical data linked to a ship, rather than a var, and recharging will, obviously, cause issues there. I can make the sexp that assigns the value call every second, which would also (I think) prevent recharging, but it's even hackier than the system I'm planning now, and this seems like the kind of basic behaviour we should be able to control in the events editor.

So, is it possible?
Title: Re: Preventing subsystem recharge
Post by: karajorma on April 08, 2014, 02:28:45 am
I tried this years ago and had exactly the same issue. Unfortunately, I can't remember how I worked around the issue and I doubt I still have the test mission.
Title: Re: Preventing subsystem recharge
Post by: Shivan Hunter on April 08, 2014, 02:55:20 am
I want to add a new (untargetable) subsystem to store numerical data linked to a ship

Already using simulated hull? It's exactly the same as hull (as in, doesn't recharge), doesn't affect gameplay whatsoever unless you display it, and every ship type has it.

I've never looked into subsystem repair rate but if it's really impossible to do, I really agree that it should be customizable.
Title: Re: Preventing subsystem recharge
Post by: Black Wolf on April 08, 2014, 03:45:09 am
Frustratingly, I need to store two numbers, so simulated hull won't cut it, but I hadn't thought of it.