Repair-Gun in FLhook 1.67 (Build 19)
-
The [RepairGuns] in this 88FLAK-FLHook seems to have a problem with “multi-part” ships or maybe “multi-mesh” and does not work relyable (or not at all) on those Ships (like the Rheinland-Battleships) ´cause all other “single-part”-objects (like most of the Playerships, Bases and Weapon-platforms and such) are getting “HP-Boosts” as expected with no issues…
Maybe someone experienced this too and found a fix for this already ?
Cheers
J.R.
-
I had this problem already, but I recommend to ignore repair weapons. There is a general Freelancer design problem about them. Just root determines how long you ship will be still alive. And since battleships etc have fuses on their child parts, you also should remove all nanobots on them. Those also just repair root and could lead to unexpected results for players who don’t know about the mechanics of Freelancer.
-
THX Scotty.
I already expected such unfixable issue about it…
Very sad but true…BTW:
The “problem” with Nanos/Batts on these Ships is avoidable by simply coding the “Pilots” of these Ships to NOT USE repair-blocks.
So its still possible to let them drop the onboard repairs on dying by drop-cargo-fuses…Greetings
J.R.
Edit:
Thx kmiller… I will have a look at it. Maybe it fits my needs…
Edit:
I think you mean the healing-plugin ´cause I couldn´t find a “repair.dll” ? -
I guess the reason why dA gave all ship child components (at least those with death fuse) the same hitpoints amount is to generate less confusion for the player. If you destroy a part that actives a death fuse, but it just has half the hitpoints as root has, then players might wonder why they/the enemy dies. And you have to consider this, if it comes to large ships. It is a game design problem and you maybe can’t fix that, even with hooking.
-
88 Flak does not contain multipart ships, thats why 88 FLak’s FLHook does not always fits with other mods or even vanilla FL.
And yes healing.dll works exellent and even only server-side