activation = Not InSystem id = Source.PreviousSystemID
. Did I miss something?
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I don't think there's anything suitable exposed. The game does track whether a particular fleet arrived in its system on the current turn, but I don't think there's a way to test for that in FOCS.
Wouldn't be too difficult to add, though... I'd probably change it to track the number of the turn a fleet has arrived, and expose that, and rework the Fleet::ArrivedThisTurn() function accordingly... Or maybe do the same for ships, so an effect could be made to depend on how long a ship has been at a particular location (which doesn't make sense to do through fleets since ships can be moved between fleets)
Geoff the Medio wrote:Or maybe do the same for ships, so an effect could be made to depend on how long a ship has been at a particular location
This would be nice )
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project (this includes pullrequest of the useraccount banduri at github)
Agreed, I've always been confused by the stationary script as it doesn't do what I expected, and I really want to have some of the damage control effects only work if the ship has stayed still for at least a turn.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.