Weps 
Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Here are the descriptors for the numbers;
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
To make an item repairable, the rpair skill must be less than one at damage level =1 - like so;
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000 <<<< this last line means that a repair skill of 1 will take 1000000 hours to repair. To make it repairable, change repair skill to less than one and give a reasonable repair time;
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,0.2,2
There are 10 damadescriptors in the above due to me using a technique recommended to me by Observer - basically if the damage descriptors aren't defined in 10% increments - the damage engine starts to do strange things (like not keeping track or totalling up damage properly - basically I couldn't get stuff to stop working when destroyed until I used the above).
As well as doing the above, you may have to add a person to the crew with repair special ability - this enables the repair of destroyed items. I've never been interested in repairing detroyed items - so I can't vouch for the above doing what you want ... but it should in theory.
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