
however, I have a station the reacts when hit by a particular type and the reactions can be both strong and last awhile, depending on the target they are fighting.
Anyway, this can lead to many wrecks from the response team....I do not want that and besides , at those levels the ships have barely anything the player would want.....so I was toying with the codes for ordering ships to destroy wrecks....#failed.
I decided to order the station to do it....after several frustrating tries I came up with a nice working order

Code: Select all
(block (aWreckObj)
(setq aWreckObj (sysFindObject gSource "TK N:200; +shipwreck; -uncharted; -locked;"))
(enum aWreckObj obj
(objDestroy obj)
)
)
I DID find a similar code in my files using the " objDestroy obj " , it was in BattleZone ( i check for such things because there are only so many ways to go " boom " and while your tinkering with codes it is very easy to replicate something you saw at one time without realizing it....)
However, in this case it " just worked out that way " . I first learned of aWreckedObj from the DragonSlaver, later learned it could be used for other ideas by RPC's DySys use of it...and while I never really tried THIS before, it works very well and I think it will let me push a few items into the response that can be useful to the player ( I have found that defenders recharging shields can go as far as 400 from the target so that limits the amount of wrecks and viable loot from an overwhelming amount of ships that could respond to a attack of multiple targets with the right weapons to activate the code. )
sooooo, other then figuring out this neat trick on my lonesome
