Repair turret
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- falls over backwards *
Awesome… !!!
And i love your readme’s Adoxa you have a way in your head and you write it as you made it, I’ll admit… sometimes it takes a few reads to get it all, but after understanding your intention and application… I never forget.
It’s like your in the code… sending a message “out” from the engine’s core… spooky #$%% m8
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@Gisteron: Yeah, I realised that may have been a possibility later. Still, at only 6k, it would have been quicker to download and look, than ask. I also said in the post it worked with missiles and mines, so you should have been able to infer it from that. You just caught me at a bad time.
@others: Nice to know, thanks.
One thing I meant to mention in the readme, but forgot, was that, in order to make shield use a positive value, it now rounds, rather than truncates. For example, if hull_damage = 63, making shield damage 31.5, it would previously display as 31, but with Healing it will be 32. Of course, internally it’s still 31.5, so you’re not suddenly getting more damage.
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I used the healing.dll and added a damage = -10000 on a zone
Healing when damaged works fine so far but after completly healed i get destroyed. Same goes for npc´s flying towards this zone. Any Ideas ?
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adoxa wrote:
I don’t write a readme, people complain. I write a readme, people don’t read it. Can’t win. -
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adoxa wrote:
A quick test in SP (using version 2) worked. The process: added damage = -10000 to Zone_Li01_001_Planet_Li01_01; jumped to Patrol 27 to take some damage (one block in an Eagle); jumped back, quickly healed, no explosion. NPCs also seemed fine.well, didnt worked out for me. Also tried to reproduce yesterdays expierience but nothing happend at all. guess i´ll test on vanilla and work from that base to see where my mod got the hickup´s from.
Thx Adoxa, i will get me into more tests.