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-   -   Operational Damage (http://forum.shrapnelgames.com/showthread.php?t=32227)

Lord_Shleepy December 8th, 2006 07:03 PM

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).

Phoenix-D December 8th, 2006 07:15 PM

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."

Kana December 8th, 2006 07:50 PM

Re: Operational Damage
 
Very cool...

Can you also possibly use the destroyed on use? Or do those defintely dont work in combat?

Phoenix-D December 8th, 2006 07:53 PM

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)

President_Elect_Shang December 8th, 2006 08:53 PM

Re: Operational Damage
 
Quote:

Phoenix-D said:
If you get creative with the event scripting, yes...

I don’t think that is what he wanted. I think he wants the weapon to deal damage to a target and to the mounting ship every time it fires in combat. Unless I understand the file wrong what you are describing is an event; i.e. something from the script_main_external events.csf.

Lord_Shleepy December 11th, 2006 06:42 PM

Re: Operational Damage
 
Quote:

President_Elect_Shang said:
Quote:

Phoenix-D said:
If you get creative with the event scripting, yes...

I don’t think that is what he wanted. I think he wants the weapon to deal damage to a target and to the mounting ship every time it fires in combat. Unless I understand the file wrong what you are describing is an event; i.e. something from the script_main_external events.csf.

Yes! Thanks, that's more what I was thinking about. I'm hoping that I'll be able to get SEV within the next month or two and I'm working on some mod ideas in anticipation, but I wanted to check in with the "experts" before I went off on too many wild goose chases.

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).

President_Elect_Shang December 11th, 2006 07:26 PM

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.

Kana December 11th, 2006 07:40 PM

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...

President_Elect_Shang December 11th, 2006 08:39 PM

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

RCCCL December 12th, 2006 10:11 AM

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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