Quote:
Originally Posted by tater
BTW, I noticed that the dead guy is actually not on the deck, he's below. What I did in my tests/experiments was that when I set "battle surface," I simply manually moved all my "below" deck watch crew to damage control.
|
The same is true here (manual movement), I just didn't want to have them take the DC spaces, though I thought about it. The other part is that this represents a proof of concept about adding compartments and crew. I've long been frustrated on how to do this. I thought I had all of the right input but it didn't work, and I couldn't find the missing element. I finally figured it out when I noticed the very bottom entries in the files Ducimus posted.
This is the key:
Code:
[UserPlayerUnit 1.FunctionalSubsystem 38]
ID= CrewBerthing
NameDisplayable= Crew Berthing
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_BerthingC1, 0,CrewMemberSlot_BerthingC2, 0,CrewMemberSlot_BerthingC3, 0,CrewMemberSlot_BerthingC4, 0,CrewMemberSlot_BerthingC5, 0,CrewMemberSlot_BerthingC6, 0,CrewMemberSlot_BerthingC7, 0,CrewMemberSlot_BerthingC8, 0,CrewMemberSlot_BerthingC9, 0
BTW, I moved the dead guy below, though he was down on the deck in external view, I just didn't take a screen shot of it.