Posted: Wed Feb 25, 2009 8:55 pm
Well, there seem to be a lot of people wanting to do things with pods in various ways.
These are the things that you can do with lifepods:
Changes that I have tested that you can do:
NameModelIconArmor ClassSoundsRipcord PropertiesRegular RipSmall RipIf they are a ripcordIf they are a small ripRip TimeEnergy CostMax ThrustMax SpeedTurn RatesTurn TorqueHPMassSignatureScaleScan RangeFuel*Energy*Energy Recharge*Cost**Station At Risk flagWarn Capture flagECM
*Fuel, Ammo, and Energy are all set to '0' upon the pod's creation. Therefore, the pod would have to pick up Fuel, and must have an Energy Recharge set to get any energy. Pods cannot be given ammo.
**Pods will appear regardless of their cost. However, if you assign a cost to the pod, the pilot will get that money when they are rescued or they land.
Changes that I have not tested that you can probably do:
Board station flag. Someone would have to bring the shields down first, but, well, it'd be unique.Rescue. Pods rescuing pods would be interesting.Land on Carrier. They would then not be rescued by said carrier if they docked with it.Relay Lead Indicator. Would be fun, but not too useful unless you changed the scan rangeLead Indicator. Useless, since pods can't have guns in the first placeCarrier - If you really, REALLY wanted to have a unique pod, you could make it a carrier.
Changes that you cannot do:
Mount anything. By checking the 'Lifepod' tag, when it is generated, the lifepod has no inventory or cargo, and thus cannot pick up or mount anythingBe Upgraded. While technically they can be, the game has the pod specified and it always uses that pod rather than anything that it would be upgraded withHave research requirements. See above.
If you assign the faction's lifepod to a ship that is not a life pod, it acts as that ship, except that it has no fuel, ammo, Energy, or anything mounted. When you kill this ship, it immediatly spawns another one, since it wasn't a lifepod. Which means that you can't PK people from it.
These are the things that you can do with lifepods:
Changes that I have tested that you can do:
NameModelIconArmor ClassSoundsRipcord PropertiesRegular RipSmall RipIf they are a ripcordIf they are a small ripRip TimeEnergy CostMax ThrustMax SpeedTurn RatesTurn TorqueHPMassSignatureScaleScan RangeFuel*Energy*Energy Recharge*Cost**Station At Risk flagWarn Capture flagECM
*Fuel, Ammo, and Energy are all set to '0' upon the pod's creation. Therefore, the pod would have to pick up Fuel, and must have an Energy Recharge set to get any energy. Pods cannot be given ammo.
**Pods will appear regardless of their cost. However, if you assign a cost to the pod, the pilot will get that money when they are rescued or they land.
Changes that I have not tested that you can probably do:
Board station flag. Someone would have to bring the shields down first, but, well, it'd be unique.Rescue. Pods rescuing pods would be interesting.Land on Carrier. They would then not be rescued by said carrier if they docked with it.Relay Lead Indicator. Would be fun, but not too useful unless you changed the scan rangeLead Indicator. Useless, since pods can't have guns in the first placeCarrier - If you really, REALLY wanted to have a unique pod, you could make it a carrier.
Changes that you cannot do:
Mount anything. By checking the 'Lifepod' tag, when it is generated, the lifepod has no inventory or cargo, and thus cannot pick up or mount anythingBe Upgraded. While technically they can be, the game has the pod specified and it always uses that pod rather than anything that it would be upgraded withHave research requirements. See above.
If you assign the faction's lifepod to a ship that is not a life pod, it acts as that ship, except that it has no fuel, ammo, Energy, or anything mounted. When you kill this ship, it immediatly spawns another one, since it wasn't a lifepod. Which means that you can't PK people from it.