One Shot, One Kill. Assistance required with D.R. Device |
I have a horrendeously powerful Forerunner component but i want it to be destroyed after it is fired, how?

Re: One Shot, One Kill. Assistance required with D.R. Device
Alot of stellar manipulation devices are like that, as are emergency supply generators and emergency propulsion.
Re: One Shot, One Kill. Assistance required with D.R. Device
"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.

Re: One Shot, One Kill. Assistance required with D.R. Device
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.
Re: One Shot, One Kill. Assistance required with D.R. Device
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.
Re: One Shot, One Kill. Assistance required with D.R. Device
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?
Re: One Shot, One Kill. Assistance required with D.R. Device
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.
Re: One Shot, One Kill. Assistance required with D.R. Device
Sounds like the moon base interceptors on the BBC TV show "UFO".
Re: One Shot, One Kill. Assistance required with D.R. Device
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

Re: One Shot, One Kill. Assistance required with D.R. Device
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
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I'll make one later.
Re: One Shot, One Kill. Assistance required with D.R. Device
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)




Re: One Shot, One Kill. Assistance required with D.R. Device
The answer is out there. Check in the data files to see how it works with other components that are destroyed after use.