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Ad sign

An Ad sign is a destructible billboard or display sign attached to a Station. They’re cosmetic — visible from outside the station, can be shot down by the player, and contribute minor faction-relation consequences when destroyed.

Inheritance: component → destructible → adsign. The datatype is empty (scriptproperties.xml:983) — class label only.

There are no adsign-specific properties. Use:

  • Inherited from destructible: .hull, .hullpercentage, .parent

Vanilla notifications.xml:101 uses this for narrator quips when the player shoots out signs:

<do_elseif value="event.param.isclass.adsign">
<!-- narrator: 'that was someone's livelihood' -->
</do_elseif>
<find_object_component
name="$Signs"
object="$Station"
class="class.adsign"
multiple="true"/>

Rarely useful — modders typically don’t care about individual ad signs.

EventWhenNotes
event_object_destroyedAd sign shot downFilter event.object.isclass.{class.adsign}
event_object_attackedAd sign attackedStandard
  • Ad sign declares NO datatype properties. Empty class label, like Scanner, Shield generator, Welfare module.
  • Destroying ad signs may impact faction relations. The owning faction notices. Small negative hit; not zero. Vanilla doesn’t expose the exact value — read the relation delta if your mod needs to track it.
  • Ad signs are not in Station.modules. They’re attached components, not modules. Use find_object_component rather than iterating .modules.
  • Most mods can ignore ad signs. They contribute nothing to gameplay loops. The class exists primarily for narrator content (vanilla notifications.xml).