Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
Glow Point sets or "Thrusters" as the engine calls them are linked to certain subsystems. When that subsystem dies they go out - see the ravana for an example. FSMM2 automatically and arbitrarly assignes
"$engine_subsystem=engineN" the Thrusters[N-1] (starting counting at 01). This is the contents of the Thruster's properties field. I wanted to give the user more control and less bugs [ie having you be able to make in "engines" instead of engine01, etc.] having it engine01 when you have the actualy subsystem named as "engines" makes it so that problems can arise in engine [it appears V has written error-handling code for this, but that would require more computing time to do, thereby slowing the game].
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