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Operational Damage
Hmm...I haven't seen this one yet. Is is possible to mod a component (or create a mount) that causes damage to the vehicle that it is on when operated? For example: a "Hasty" mount blasto cannon that deals heavy damage at a reduced cost but with the side effect of causing damage to the user (an effect of poor planning/rushed construction). |
Re: Operational Damage
If you get creative with the event scripting, yes. Its possible to make an event that says "does this ship have X component? If so, hurt it."
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Re: Operational Damage
Very cool...
Can you also possibly use the destroyed on use? Or do those defintely dont work in combat? |
Re: Operational Damage
Those only work when a component is triggered on the system screen. And even that's kind of unreliable (the actual ability seems to be a place marker at the moment, with the destroyed part being hard-coded into the OTHER ability)
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Re: Operational Damage
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Re: Operational Damage
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It would be nice to be able to work that feature into combat somehow - either as a component trait or a mount trait or wherever it will work. It would be much more fun for the ultra-violent/reckless killer type empires to be able to equip their ships appropriately - with effective but somewhat unstable tech (think Reavers from Firefly). |
Re: Operational Damage
Not that I am calling myself an expert or anything; however, there is no method to do this currently. I suppose you could request it from Aaron and see what he has to say.
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Re: Operational Damage
Well there is already a self-destruct device...if we can get that effect to activate under certain circumstance other than just ship capture, we might be able to use it to cause catastrophic explosion effects for ships...but I would defintely like a destroyed/Non-working option for components within combat...
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Re: Operational Damage
That would be nice and I could really benefit from an ability that worked that way. Especially if we could enter a percent chance for the component to blow apart and if we could enter the amount of damage it would do. Not having this ability didn’t stop me from adding in the Thebeans Bomb Pumped X-Ray Laser http://forum.shrapnelgames.com/image...es/redface.gif and I will be scripting an event just for it too. http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: Operational Damage
Not only that, but it would be neat to have cheaper less effective engines that could possibly blow.
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Re: Operational Damage
I haven't looked into the data files, but is it possible to define a new damage type for the weapon, and then add something to all components (maybe just hulls?) that "reflect" some of the damage from that damage type.
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Re: Operational Damage
If I understand you right yes. I have done something like that in my TC. Maybe if I explain first: In my TC the weapon type “Missile” is the most powerful weapon. The base model does 100 points damage. However I modified the engines so that when the ship is hit the damage is reduced by 90 percent. When all engines are gone the next “Missile” hits at 100 points. Is that along the lines of what you are trying to do? If so I will be happy to post details how.
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Re: Operational Damage
No, I was referring to the original question posed by Lord_Shleepy:
Is is possible to mod a component (or create a mount) that causes damage to the vehicle that it is on when operated? For example: a "Hasty" mount blasto cannon that deals heavy damage at a reduced cost but with the side effect of causing damage to the user (an effect of poor planning/rushed construction). I ignored the part about it being a special mount and wondered if it was possible to "reflect" a specific type of weapon damage - similar to the component in moo2. If the weapon fired with 100 points of damage, but most targets reflected 30 points to the firing ship, it would come close to the intent of the original question - as long as you ignored the part about it being mount specific. |
Re: Operational Damage
Geez...I gotta get this game so I can fiddle! :-)
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Re: Operational Damage
No I’m sorry Vanbeke I don’t know of anyway to mod this. I understand what you are asking now (mount or no mount) but it can’t be done the way you are describing. The closest you could get would be to script a random event that inflicts damage to any ship with that weapon. Clearly that isn’t what you want. Didn’t someone else already suggest that or was that in another thread?
@ Lord_Shleepy: I don’t even play the game or any of the mods that have been released. I just tinker as I develop my TC! http://forum.shrapnelgames.com/images/smilies/wink.gif |
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