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Here is my first update to it i am going to be continuing to work on it
I then pulled the train north at about 65 mph and got into this situation where I would lose several containers to CARGO DAMMAGED every time I hit one of those stupid ship bridges. I'm a bit split on whether to blame your system for being too touchy or the bridges for being too stupid.
Not sure what caused it all to phase through the ground like that, and respawning the cargo will fix the issue, but it'd be nice if there was a way to stop things like this costing us.
I can just edit the save file to get that money back, but it would still be nice if we could either turn damaged cargo fines off, or like others have said, set it to only affect cargo we're actually transporting (which, yeah, I admit would probably be really difficult, so I definitely understand it not being a feature).
Suggestions:
1) definitely look into the damages only being applied to the current player operated vehicle
2) make having damage or not be an on game creation
3) possibly have a slider on how much damage
4) wondering if this is on a multiplayer server if every player gets the cash loss. e.g. an $8,000 damage message is applied to all six payers online so the community lost $48,000.
My game might be messed as AFAIK even if you do update the mod the script is only loaded at game start to the existing games wont get the update.
Only info I saw was message like Cargo damaged $8,000; $3,000 etc. I actually had ~$13K on hand and went to -$7K. Which would mean if I took my vehicle in I wouldnt be able to respawn it. This again was not carrying your cargo. I was in a boat. Not even a truck.
Really suggest you need to aim that cargo damage thing to only being the stuff the player is hauling like with a player nearby sensor.
Or allow a way to disable it.
Is there a way to turn it off mid-play?
@Coolguy
Added cargo spawn count properties. How about it?
@Sir Smrtaz
AirISO! I didn't know that... (I'm not good at stormworks standards.... Thanks for advise!
I'll check it and I'll make replace patch if I can. (like a sibtat)
@agrimes
I thought randomize seed was randomize on launch... (always same? what the...
I fixed it. Thanks report. :)
@TM
Ooooops... Sorry I forgot to set cargo life time very short for debug. I'll fix it soon.
What ruins it is when the physics freaks out and it charges you for damage to packages you've never even touched.
What would be better would be if it subtracts the damage penalty from the payment when you actually deliver it (like ETS2 does).
[箱]<Thanks report!
I should warn using this addon with combat mission seems is not recommended...
(AI bullets destroy the container and damages claims go to the player...
[箱]<Acknowledge. I found my mistake and fixed it. Thank you report! (deliver zone was set on the sky...
[箱]<Oh no! Sorry for my mistake and thanks report!
I fixed code and updated.
Note lines 361-363.
server.getVehicleDial (cargo_package_object.vehicle_id, "Cargo_Impact_Count") - Returns a structure, not a value.
And the value of the date is not defined in your case.
I suppose the code at this point should look like this:
if cargo_package_object.isFailed == false then
local data, is_success = server.getVehicleDial(cargo_package_object.vehicle_id, "Cargo_Impact_Count")
if is_success then
local value = data.value
local current_max_health = normal_cargo_health