Problem

Talk about anything related to old versions of Armada.
posted on May 13th, 2009, 8:16 pm
Alright, so I'm working with someone on a new TC mod that uses 1.2.5 as a base. Anyways, what we have is this: a research station structure with 3 yard pods on it, none of which have the ability to repair.

When I build the yards and they have repair capabilites, they work fine. Then, when I disable repair capability, it only lets me build one of the three add-ons. The problem is, repair capability is NOT included in our game plan for these yards, and would somewhat ruin how it plays. The offending line of code is this:

repairFacility = 0

If I delete it, they all run fine. But I need to include it or they'll have repair capability, which, again, is not supposed to factor in. Can you guys do something about this? Or is there already a solution (besides letting them repair)?
posted on May 13th, 2009, 8:56 pm
did you try -1  instead of 0?
posted on May 13th, 2009, 9:29 pm
Last edited by CanadianBorg on May 13th, 2009, 9:32 pm, edited 1 time in total.
Why would I do that?

EDIT: I tested it, and it didn't work.
posted on May 13th, 2009, 9:37 pm
I only asked because in certain odfs like weapon and physics and even sone ship odfs they use -1 instead of 0.  Other than that, It might have to do with a un-used hard point.  Or you could try to just leave the line out all together.
posted on May 13th, 2009, 9:47 pm
The problem with leaving it out is that a yard, by default, repairs, unless you tell it not to. As for unused HPs, that's not a problem.
posted on May 13th, 2009, 11:12 pm
I forget, do you get repair hardpoints on models?
Or actually, I might be right but if you don't include one it just uses the root.

The mixed-tech yards in FO3 are shipyards and not repair facilities. You could check those out.
posted on May 14th, 2009, 11:30 am
If you don't provide an HP, the ship lines up in front of the yard, rather than at the root.
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