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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » Beacon Changes...
 Author Beacon Changes...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2003-05-06 10:53   
I'm changing the beacon code to work better... previously, the beacon was another root object of the universe, which just snapped it's position to the ship it was attached... beacons are now attached to the ship as a child object, which fixes the isBeaconed() script function.

Also, beacons no longer show up, when attached to a ship, as a seperate object creating targetting issues... instead, beacons will add signature to the ship they are attached ... the amount of signature is subject to beta testing, but I think it will be around the 50.0 range.

Beacons will have a special effect now, simular to the ECCM/ECM rings, but red... this will help players know when they have a beacon attached to their ship.

-Richard
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Lith Ragond
Cadet
Galactic Navy


Joined: November 25, 2001
Posts: 1854
Posted: 2003-05-06 11:18   
WOOT!
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-05-06 11:52   
Hmmm....raises signature and generates visual feedback rings...

You know...this makes a lot of sense. A beacon would function by transmitting a tracking signal while attached to it's host object. One way to simulate this would be to raise signature. Since I assume that just about anyone could detect the signal, you would have some feedback regarding it's presence on your ship.

The current problem I have with beacons is that they go inactive when the ship that used them is destroyed. Since scouts are typically the ships employing beacons, they don't really stay active long. However, being attached to a parent object might mean that this is no longer an issue, and that they last their duration or until removal, whichever comes first. This will help people who fly a scout in order to beacon ships, like I do.
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