- Joined
- Jun 29, 2013
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As it stands, a block is deleted if its HP is reduced to or below 0. This is simple enough and it works for the old purposes, but it doesn't unload chunks of objects unless every block in that chunk is destroyed, and it doesn't work out well for repair work. I propose that blocks only be deleted if hit with a salvage beam or removed via build mode. If a block's HP is 0, it technically would still exist, but it would be intangible and invisible when not in build mode, and in build mode, the block would just be transparent, to indicate what to replace. This way, instead of having to load a blueprint into RAM to repair a ship, we could just use what already exists in memory.
Rendering would be handled the same way as "Disabled" PlexDoors or PlexGlass.
If Break Off is enabled, the script could just add a condition to its checks. Instead of "If no blocks connect me to the core", it'd be "If no blocks with HP > 0 connect me to the core". Follow up by setting the original "broken off" blocks to 0 HP.
Finally, set the repair beams up so that they will not hit a block with over 100% health. That way we'd be able to repair from outside to inside. Might be able to add in a server config setting to allow shops to "restore" all damaged blocks to 100% health.
Rendering would be handled the same way as "Disabled" PlexDoors or PlexGlass.
If Break Off is enabled, the script could just add a condition to its checks. Instead of "If no blocks connect me to the core", it'd be "If no blocks with HP > 0 connect me to the core". Follow up by setting the original "broken off" blocks to 0 HP.
Finally, set the repair beams up so that they will not hit a block with over 100% health. That way we'd be able to repair from outside to inside. Might be able to add in a server config setting to allow shops to "restore" all damaged blocks to 100% health.