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Old December 8th, 2006, 07:03 PM
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Default 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).
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Old December 8th, 2006, 07:15 PM

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Default 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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Old December 8th, 2006, 08:53 PM
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Default Re: Operational Damage

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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.
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Old December 11th, 2006, 06:42 PM
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Default Re: Operational Damage

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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).
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Old December 11th, 2006, 07:26 PM
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Default 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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Old December 11th, 2006, 07:40 PM
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Default 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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Old December 8th, 2006, 07:50 PM
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Default Re: Operational Damage

Very cool...

Can you also possibly use the destroyed on use? Or do those defintely dont work in combat?
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Old December 8th, 2006, 07:53 PM

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Default 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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