Matt Burch, why did you do this?

problem with escpe pod and ship 128

Matt Burch, why did you set up the game so that whatever a plug-in designer does, the ship you get after using an escape pod will have the same amount of armor as its maximum shields (resulting in a fireball if it has 0 shields)?

Even when you give it 1000 shields and a negative shield outfit*?

Even when you set it to change the ship OnPurchase**?

If this wasn't intentional, I really want to know how you did it.
I'm guessing that the game evaluates all applicable NCB strings as it comes across them before it gives you your new ship (this makes sense), and then it has a bit of code setting the shield and armor statuses that only uses one number, that of the ship's current maximum shields.

*Added by means of the OnPurchase field, as the DefaultItems field doesn't work for the ship you get after using an escape pod (not a real problem).
**That is, the ship you are given will have the same armor as its maximum shields.
Even when you distance it by starting a mission using the OnPurchase field, and changing the ship using the mission's OnAccept field. (The OnAbort field, fortunately, is not evaluated at the same time, even if you make the mission auto-aborting. This means that there IS a work-around.)

Interesting note: When you have more shields than armor, this still holds true (at least until you land). However, the armor status bar will only show your armor up to its maximum (so your ship can be pounded for quite a while before showing any sign of it).

This post has been edited by Edwards : 30 January 2005 - 05:56 PM

Edwards, on Jan 29 2005, 06:55 PM, said:

EDIT: Wrong forum, could someone please move this to EV Design?
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Ok.

iMove.