
Also cargo can hold max 10 marines

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loosing the state of a command is not that harsh given it's original input parameters where copied.Cycrow wrote: ↑Wed, 23. Jun 21, 16:44 its not quite that simple
what if the ship is in the middle of running some kind of command, like a patrol, or a Trade Disruption.
It will lose its current running state. Even if you restarted the same script, it wont have any of the internal variables or the original arguments that it was currently being used.
plenty of people complain when their Marus stats wont update and they have to loose quantum computers to repair this.
Informational only stats aren't a great loss.
all external references have to live with a killed ship, which is possible anyway.
they are easy to copy I use a lib for that.
change owner first.
use the same protection as for the playership.
please elaborate.
I already thought of that.
2 check whether the player ship would be affected if yes ask them nicely to fly something else and save+reload.
Well most should be covered by the normal a ship was killed scenario.
Recycling is 100% efficient for Quantum Processors. The only way to lose them is to destroy the ships.ubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12 plenty of people complain when their Marus stats wont update and they have to loose quantum computers to repair this.
Most commands do not store thier originally arguments, and they centennially dont store all the internal ones they use while the script is running.ubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12 loosing the state of a command is not that harsh given it's original input parameters where copied.
Death is a save state for any command.
maybe not to you, but for other people they are. Personally i like to keep track of stats for various ships/stations, and would hate for them to suddenly be reset when i loaded a game after a patch.
This is about consistency. By keeping all the stats connected to the same object, instead of having them split between the old (destroyed) ship and the new one. And for the same reasons as aboveubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12 all external references have to live with a killed ship, which is possible anyway.
Sure its not dificult, but it still needs to be done, which you obviously didn't think about with your originally proposal, so would have probably just skipped it. Plenty more things you might have missed too.
This is a terrible solution, and would be very immersion breaking. It also would never be approved to be signed.ubuntufreakdragon wrote: ↑Thu, 24. Jun 21, 23:12use the same protection as for the playership.I already thought of that.2 check whether the player ship would be affected if yes ask them nicely to fly something else and save+reload.
The Maru has a docking slot, so could have a homebased ship. This could be running a command like buy/sell wares, fetch/deliver, resupply, etc. Therefor the ship will need to be setup again for the new ship by the player
Well most should be covered by the normal a ship was killed scenario.