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Home » news » forums » Space Empires V » Space Empires V General

One Shot, One Kill. Assistance required with D.R. Device

Submitted by battlespud on Mon, 2008-03-24 17:31. Space Empires V General

I have a horrendeously powerful Forerunner component but i want it to be destroyed after it is fired, how?

‹ I surrender... Wait, what? DevnullMod 1.71.0 Released! ›
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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Vince278 on Mon, 2008-03-24 17:39.

The answer is out there. Check in the data files to see how it works with other components that are destroyed after use. Smiling

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Astorax's picture

Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Astorax on Mon, 2008-03-24 18:34.

Alot of stellar manipulation devices are like that, as are emergency supply generators and emergency propulsion.

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Mod Designer

Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by battlespud on Mon, 2008-03-24 18:43.

nope, you dont understand, i know how to do that outside of combat but i want the comp to be totally destroyed INSIDE combat when it fires the missile. I tried the basic component destroyed on use ability but that only works outside of combat when its used as a tectonic bomb. I gave it a stellar manip ability to both be more realistic and to give it the automatic damage.

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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Fyron on Mon, 2008-03-24 19:26.

"Destroyed after use" only applies to components manually activated by a "Use" button in the main game UI. It cannot be applied to weapons or any other component without a built-in "use" order. AFAIK, there is no way to achieve the effect of destroying a weapon after firing it, or even dealing damage to the firing ship as a workaround.


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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by battlespud on Mon, 2008-03-24 19:42.

hmmmm. maybe there'll be something in the patch that can be reverse engineeredd. oh well, ill jsut give it an insanely long reload time so it can only be fired once anyway.

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Astorax's picture

Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Astorax on Mon, 2008-03-24 21:03.

Might there be a way to script it to be destroyed after the ship leaves combat? Along with the long reload time so it could only be fired once in combat.

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Mod Designer

Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Fyron on Tue, 2008-03-25 00:14.

All you can do is add stuff into the Events script, processed once per turn. I doubt there is a "has_been_in_combat" type function.


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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by rditto48801 on Tue, 2008-03-25 02:46.

One idea for a workaround, strait from what I think was a fighter weapon (rockets?) in SE IV.
Give it a HUGE Reload Rate.
That way, it can only be fired once in combat, because combat time runs out before the weapon can fire again.

Maybe also give it a high supply/ordnance cost to use.

Would it be possible to make a new unit type for the game?
If so, it could be a special 'unit' that can only be fired from a special launcher that can only hold one of the 'unit' and a reload rate that means it can only fire one per battle.

Or perhaps a special (expensive) component for a drone that gives it a value that can make it only be fired from a special launcher and/or can only have one be carrier per ship/launcher?

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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by battlespud on Tue, 2008-03-25 05:53.

i am making a few new units including boarding marines which give the parent ship the ability to board. the components kinda big but ill try making a type of drone-thing for it. i can do taht at least

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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Jozsf on Tue, 2008-03-25 06:16.

Give it a maximum ordinance of 1.

Since your treating it as a missile or a torpedo it will use ordinance, so make the maximum ordinance that ship can carry is 1 ... therefore 1 shot. (almost equivalent to destroyed after use.)

If you add that the ship cannot be remotely re-ordinance unless it is at a planet. The resupply depots cannot reload the torpedo. The ship would have to return to a planet to rearm.

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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Vince278 on Tue, 2008-03-25 10:30.

Sounds like the moon base interceptors on the BBC TV show "UFO".

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Mod Designer

Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by LordHavoc on Tue, 2008-03-25 13:22.

You could make the reload duration longer than the combat time. That way they only fire once per combat.

Your lord and master (below Foamy) LordHavoc

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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by battlespud on Tue, 2008-03-25 14:18.

Already implemented the reload time and im gonna look at the boarding parties idea. The reason i want it destroyed is so it has to return to a space yard or repair station to reload like a REAL Torpedo would have to. The boarding party isnt gonna work, its part of the boarding ability and uncopiable. hmmmmmmmmmmmmmmmmmmm....... maybe if igive it a boarding ability with 0 troops?

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Lord Aries Greymon's picture

Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Lord Aries Greymon on Tue, 2008-03-25 17:22.

What about looking in Boarding parties?
See how they did it, and just copy most of it.

That should work.

EDIT: Since, afterall, boarding parties are destryed on use, and if you've set their strategy correctly, they auto-use. /EDIT
____________________
I'll make one later.

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Mod Designer

Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by battlespud on Wed, 2008-03-26 14:18.

nope, thats part of the ability unfortunately, i think ill just make it for a certain unit that can not hold anything else and only holds enough ammo/supply for one shot combined with a super long reload time

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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by Kilson on Wed, 2008-03-26 16:10.

Yet one more of my requested features that Aaron has not had a chance to do yet. . . LOL I asked if he could make a new stat - SHOTS basically the total # times the weapon could fire in combat. And SelfReload if it would reload after combat -with out a repair ship / or docking ( mainly for a Bomber with Heavy Torpedos)

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Re: One Shot, One Kill. Assistance required with D.R. Device

Submitted by battlespud on Sat, 2008-03-29 10:11.

that would be nice, k want more realistic combat after all, a ship doesnt carry infinite missles!!!! i could use that for every weapon in my mod, which so far is........for covenant 2 and for unsc 12
i havent really started weapons yet.

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