After much fanfare we give you the onAttacked mod that was made by me and digdug. This mods add devices that activate when a ship or station is hit. For example shields that only regenerate when hit by certain damage types.
To use this mod any ship or station that you add must call the dynOnDamage function in the onAttacked event. (the mod already includes all standard stations and ships)
You can get the mod here.
onAttacked mod
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
Crying is not a proper retort!
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
Basically Betel invented an <OnHit> mod, it's possible to run any kind of code when a spaceobject is hit. (unfortunately we had to override all stations and ships in the game)
We added some examples of weapons that can repair stations and autons (a working repairing ray!), bestow penalties on armors and shields, or teleporting ships.
We made shields that recharge the fuel of the ship when hit, shields that change level becoming better, shields that repair the armor of the ship when hit by a certain damageType.
We are going to release more items for your fun and enjoyment, in fact the mod is modular and it's easy to create new items.
Now it's you turn, we want YOU! to suggest ideas for new devices and items. (or create your own, it's easy!)
We added some examples of weapons that can repair stations and autons (a working repairing ray!), bestow penalties on armors and shields, or teleporting ships.
We made shields that recharge the fuel of the ship when hit, shields that change level becoming better, shields that repair the armor of the ship when hit by a certain damageType.
We are going to release more items for your fun and enjoyment, in fact the mod is modular and it's easy to create new items.
Now it's you turn, we want YOU! to suggest ideas for new devices and items. (or create your own, it's easy!)

- Arisaya
- Fleet Admiral
- Posts: 5535
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
I did that before. Override the superconducting shield's hpbonus with damageadj and set something to a negative value...Betelgeuse wrote:For example shields that only regenerate when hit by certain damage types.

(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
wow, nobody interested ? I was expecting people to take this mod like rabid rabbits !
Besides the jokes, really, you can execute any code when a ship is hit.
I'm going to code a BFG 9000 weapon, when a ship is hit, all nearby enemy ships are hit by rays originating from the main projectile. (friendly ships are spared)
Oh, I just started a new game, I really love to reapair my autons with my repairing nanoray. BTW, I got troubles with the agricultural station mission, so I repaired te station between 2 pirate waves.


Besides the jokes, really, you can execute any code when a ship is hit.
I'm going to code a BFG 9000 weapon, when a ship is hit, all nearby enemy ships are hit by rays originating from the main projectile. (friendly ships are spared)
Oh, I just started a new game, I really love to reapair my autons with my repairing nanoray. BTW, I got troubles with the agricultural station mission, so I repaired te station between 2 pirate waves.
