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Richard

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Posts: 127
Reply with quote  #1 
Hi,

Is there a way to detect if a subsystem is overcharged? I'd like to write a script that in some point requires the player to boost the sensors (lets say it need to be over 150% to trigger an event).

Is it possible? Alternatives?

Thanks

theshape

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Posts: 3
Reply with quote  #2 
Hi Richard, I believe there is no currently way to check power levels of a subsystem directly, but the closest setting I've found is the property for the Player ship's energy level as a whole. You could possibly do some fancy time-based comparison on the value, like assuming a certain amount of power-drain per second, but this could easily be 'duped' by extra power usage in any other sub-system and would vary with difficulty and ship type.

I think your best option would be to check if the client (ENG) pressed a certain key within a certain time at a specific area (radius check), then proceed to do whatever. Note, detecting key-presses can be tricky if all they (ENG) have to interface with is a touchscreen.
Richard

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Posts: 127
Reply with quote  #3 
I chose to trigger the event as you said ( player in an area and client press a key). It works, but I feel lack of flavor.

Thanks!
CosmicCandi

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Posts: 16
Reply with quote  #4 
As theshape posted above, there's not anyway to target the engineering settings. You can, however, perform a comparator check (>, >=, !=, =, etc.) on the energy value of the player's ship. 

<if_object_property property="energy" name="Artemis" comparator="LESS_EQUAL" value="450.0" />

Obviously there's going to be some play in this based on how the players manage (or don't) their energy.  After some play testing you should know an ideal range of their energy at x point in the mission.  Then you add in your events that you want to trigger.
Richard

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Posts: 127
Reply with quote  #5 
Thanks
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