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This is in part an alternative suggestion to https://forum.cosmoteer.net/d/11945-ship-permiable-hitbox-option
as well as an independent use case.
I'm suggesting a toggle option which would transfer the damage received by a shield at the same rate as AmmoDrainPerDamage toward the part's health.

    Hmm, I'm wondering whether there should maybe be a component that can convert health<->ammo, then you could use health anywhere you can use ammo.

    in that case, maybe you can as well add component to prevent part from getting destroyed, so it can restore itself if it have ammo to convert to health, for example

    Walt Certainly, that would be useful but managing storages can be tricky. For example, the proposed shield case could have been realized with storage which would trigger two effects: one to do the damage and one to heal, the difference being the actual damage. So such a system would need to convert and consume instantly to avoid having to implement a complicated and laggy system. I still generally support it. For the shield it needs to support multi-ammostorage & multi-ammo.

      Yeah i was thinking it would be instant. (1.0 has an InlineResourceConverter which is instant. Was thinking it would work like that but use health.)

        BrutaTralb you can use an HealthToggle to deactivate the health to ammo converter or activate the ammo to health converter before it's too late

          kwhwwymwn ok, I guess I need to elaborate on use case. You have part with 6k max hp and capability to heal itself via energy, it have enough energy to heal 9k damage. Part takes 8k damage in 1 hit. But instead of death it's hp goes -2k and then healed and it's energy almost depleted, next 8k hit will make it's hp -2k again, but last 1k energy can heal it only to -1k then energy depleted, component turns off, part dies

            BrutaTralb Your problem is because

            • It doesn't compute why a part would be able to heal more than it has health
            • If you can control the distribution then design it to apply in chunks. And include the safety.

            So instead of applying 8k damage all at once you apply 2k in a loop while checking. For cosmoteer you simply create tiers of converters so you know after reaching the 3rd converter you can stop. Well, in fact it would be a hard stop without need to do any checks even.

              Lafiel its not about distribution, its about allowing parts hp to go negative while component is active

                BrutaTralb It is allowed within a tick just not at the end, that would be cheating. Abh has plenty such parts as bio parts.

                  Lafiel so, they can heal themselves within that tick?

                    BrutaTralb Yes, but it also depends on the type of damage effects that could take place last, hence, still destroy a part.

                      Lafiel is there a way to force my effect to back of the order of effect application stack?

                        BrutaTralb Don't think so. You could delay the effects but that's no warranty it will be within the tick.

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