Sorry, can't do that. Will just cause players to tag each ship with a few shells so they come to a stop and then leisurely start torpedoing an entire stopped convoy.
Using "SetWeaponFactor" breaks the AI btw, don't think it's implemented yet.
Also, I think setting throttle
Ratio lowers the max permanently; ie ships that have throttleratio set to 0 can't move after that anymore. Better to use "SetThrottle" if they need to get underway again. (unconfirmed, testing for that now)
How about I just release my tweaks for surrendering? Unarmed (or weapons disabled due to damage), single merchant will surrender if you approach him on the surface, coming to a full stop. About the best I can do without breaking the game, or rather, avoid people abusing it (you know how it goes).
For example:
Code:
Ship:IsType( MERCHANT ) == true and
Ship:IsDocked() == false and
Ship:ContactDetected() == true and
Ship:GetDamage() < 0.85 and
Ship:CanFireCannons() == false and #won't surrender if armed
Ship:GetShipCountInGroup( MERCHANT ) < 2 and #won't surrender if in group
Ship:GetContactDepth() > -10 and #only surrender to surface contacts
Ship:GetContactDepth() < 5 and
Ship:GetContactRelDist() < 500 #enemy must demonstrate hostile intent (close distance)
}
action
{
# -- surrender actions -- #
#Ship:WaitAction( 10 + EXIT_TIME );
## set ship efficiency
#Ship:SetSensorFactor( SENSOR_LOOKOUT , 0 );
#Ship:SetSensorFactor( SENSOR_HYDROPHONE , 0 );
#Ship:SetSensorFactor( SENSOR_RADAR , 0 );
#Ship:SetSensorFactor( SENSOR_SONAR , 0 );
Ship:SetThrottleRatio(0);