Eoc modding newbie question
Re:
20 years 4 days ago
Yepp, POG is indeed getting much easier once you got your first script running
Again, thanks to all of you who helped getting me started.
However, I've got a little question I couldn't find a solution for:
Is there a way to have the script check if a specific ship has been disrupted by a disruptor weapon?
Again, thanks to all of you who helped getting me started.However, I've got a little question I couldn't find a solution for:
Is there a way to have the script check if a specific ship has been disrupted by a disruptor weapon?
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Re:
20 years 3 days ago
Hi Comorant, here you go, Straight from the pog SDK:
prototype bool iShip.IsDisrupted( hship ship );
Parameters:
ship : A handle to a ship.
Return value:
TRUE if the ship is disrupted, FALSE otherwise.
The problem is probably more getting the handle to the ship, unless perhaps you're only interested in the player ship. For example:
if(!iShip.IsDisrupted(iShip.FindPlayerShip()))
{
<do stuff>
}
Iwar2 Multiplayer Fan Site
prototype bool iShip.IsDisrupted( hship ship );
Parameters:
ship : A handle to a ship.
Return value:
TRUE if the ship is disrupted, FALSE otherwise.
The problem is probably more getting the handle to the ship, unless perhaps you're only interested in the player ship. For example:
if(!iShip.IsDisrupted(iShip.FindPlayerShip()))
{
<do stuff>
}
Iwar2 Multiplayer Fan Site
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Re:
20 years 21 hours ago
Thanks again!
However, I've noticed another thing that is obviously handled rather complicated (surprise
): Returning a vessel's current damage.
I'd like to check if a given ship has already taken a certain amount of damage, but I haven't found a comprehensive example yet. One of the PS scripts seems to be dealing with damage to a given sim (a reactor), but I'm not too sure if this is what I'm looking for.
Just to make sure, there is no easy one-liner returning the damage of a sim at a certain point in the script, right?
However, I've noticed another thing that is obviously handled rather complicated (surprise
I'd like to check if a given ship has already taken a certain amount of damage, but I haven't found a comprehensive example yet. One of the PS scripts seems to be dealing with damage to a given sim (a reactor), but I'm not too sure if this is what I'm looking for.
Just to make sure, there is no easy one-liner returning the damage of a sim at a certain point in the script, right?
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Re:
20 years 13 hours ago
Yeah, nothing straight forward. Lucky for us the hit_points are accessable as an object property.
hit_points = Object.FloatProperty(ship,"hit_points");
There are some property names hiding in the package descriptions. Check out Sim and iSim. Read iSim carefully, it has a wealth of useful functions and properties.
hit_points = Object.FloatProperty(ship,"hit_points");
There are some property names hiding in the package descriptions. Check out Sim and iSim. Read iSim carefully, it has a wealth of useful functions and properties.
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