Originally posted by Asprin For example?
Tell me exactly how you want the auto repair system to work in detail and I'll probably be able to detail it for you to your specifications.
Cause when it comes to auto repair I can think of a huge number of variations that could probably be done using the current system.
So what do you want? A simple system that simply repairs the ship every few seconds, a system that scales the damage depending on how much has been inflicted to the ship so far, a system like Freelancer's where you have a finite number of repairs which you can trigger whenever you want.
I've not tried making any of those but I see no real reason why they couldn't be made pretty easily. If you want other ships to be able to destroy or damage the auto-repair system then obviously you'll need a subsystem. If not you can probably do everything straight from the events editor.
Originally posted by Asprin We're hope on the updated version of the [every-time] operator. The current version works as [permanently performance], and we need that it will be as [permanently, but only one time].
Example:
Curren version:
[Every-time the distance between two objects is 2000 > send messege.]
So, current version of operator will be send messege permanently without stop.
What we need:
[Every-time the distance between two objects less then 2000 -> send messege.]
Messege will be send only one time, but will be send again when this condition will be repeated.
I see what you want but you don't need a new operator for that. You simply need to be a little creative with what you already have.
Here's what I would do.
Event 1
Every-Time
-and
--<
---distance
----object 1
----object 2
---2000
-- =
---
SendMessage(0)---0
-Send-Message
--Message name etc goes here
-modify-variable
--
SendMessage(0)--1
Event 2
Every-Time
->
-distance
--object 1
--object 2
--2000
-modify-variable
--
SendMessage(0)--0
I've not tested it but that should do what you're requesting. The first time you go closer than 2000m a message will be sent but the variable SendMessage is set to a value of 1 preventing further messages being sent.
When you go outside the 2000m distance the variable is reset to it's original value allowing event 1 to trigger as soon as you get within 2000m again.