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Damage Crew Speed

posted Jul 24, 2011 13:10:19 by 5th_Wall_Gaming
I accidently put this in Bridge Crew Coms. I meant to put it here. :)

I'm trying to make up a mission where the players ship starts off heavily damaged after an explosion by a traitor in the group. I'd like to slow down Damage Control somehow (probably in vesseldata.xml). What should take in game time a half hour or so is taking 2 mins. (all systems damaged fully). Either give me a way to slow down damage control so I can get a half hour repair time or allow me to "Overdamage" the systems so that it takes them at their current speed a half hour to fix it to 100%.


Mike_Substelny
The Dam Con teams work slower when they have fewer members. Maybe your sabotage can reduce two of the DC parties to zero and the last one to one member. That would take a LONG time to repair!


My worry there is that I might lose said damage con team member and then they would be F**ked. I don't want to make it a no-win situation for them, just make it harder.

Even if I was to do that and he didn't die. How do I reduce the DC party to 0 or for that matter, once everything is repaired, increase them back to 3? There doesn't still seem to be a scripting option for that. :)
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12 replies
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ThomRobertson said Jul 24, 2011 17:07:12
How do I reduce the DC party to 0 or for that matter, once everything is repaired, increase them back to 3? There doesn't still seem to be a scripting option for that.


You're right, there isn't. *sigh* Never-ending work for poor little me. :)
Creator of Artemis
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5th_Wall_Gaming said Jul 24, 2011 17:09:23
Sorry man. :) Just trying to help you create a great game. If these points are ever annoying to you, PLEASE let me know so I can either stop giving said advise. :)
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ThomRobertson said Jul 24, 2011 17:12:03
Did you not see the smiley face?? Your constructive criticism is welcome and important, and I'm a big boy with a thick skin.
Creator of Artemis
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5th_Wall_Gaming said Jul 24, 2011 17:30:12
Excellent. I saw the smiley face, but I wanted to make sure. I'm asking allot of things of you and I didn't want to overwhelm you.

BTW, have you considered a bug database like Bugzilla or Mantis that people can put in suggestions into as well as you can keep track of various bugs that pop up?
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TreChipman said Jul 25, 2011 00:48:33
Thom, once again, I think I speak for everyone when I say how great it is that you're responsive and, perhaps, more importantly, receptive to suggestions about improving the game.

Keep up the great work!
[Last edited Jul 25, 2011 00:58:26]
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Clayton-Mast said Jul 25, 2011 14:17:10
You are pretty awesome! "Thom"
Aka Masuto Nendo-Ton
Helmsman of the I.S.S. Tyrant NX-10001110101
Captained by TPherball McGuillicutty
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Vorus said Jul 26, 2011 00:42:54
Thom, once again, I think I speak for everyone when I say how great it is that you're responsive and, perhaps, more importantly, receptive to suggestions about improving the game.

Here, here! (Or is it "Hear, Hear"? Whichever. I agree heartily. :P )
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DrTwitch said Dec 04, 2011 00:46:05
i would very much love to have scriptable damage control teams as well. If you needed a vote of encouragement.
We just ran into some massive damage and are learning that DC is very much an art. and it would make a great tool to use in a story as other have already mentioned.
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Mike_Substelny said Dec 05, 2011 19:59:44
FWIW you can achieve what this forum set out to achieve by repeatedly damaging the ship's systems.

Set 3 timers: Damage_Level_1_timer for ten minutes. Damage_Level_2_timer for 20 minutes, and Damage_Level_3_timer for 30 minutes.

While Damage_Level_1_timer is running set another timer that damages many systems on the ship every 3 minutes.

While Damage_Level_2_timer is running set another timer that damages many systems on the ship every 4 minutes.

While Damage_Level_1_timer is running set another timer that damages many systems on the ship every 5 minutes.

That way, for the first ten minutes Engineering will be able to temporarily restore a few systems. For the second ten minutes Engineering will be able to permanently restore a few and temporarily fix a few more. In the last ten minutes Engineering will be cleaning up the last few systems.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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5th_Wall_Gaming said Dec 05, 2011 20:01:13
Include refilling the DamCon teams with that and it works. :)
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ThomRobertson said Dec 06, 2011 00:16:26
V1.55 includes the command set_damcon_members and the conditional if_damcon_members.
Creator of Artemis
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Mike_Substelny said Dec 06, 2011 13:53:11
And based on a test I ran last night, if a DamCon party reaches zero members it no longer appears on the DamCon screen. Assuming I am right that's an improvement since a zero-member DamCon party used to get stuck on a system that needed real repairs.

Nice!
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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