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.
Properties
Section titled “Properties”There are no adsign-specific properties. Use:
- Inherited from
destructible:.hull,.hullpercentage,.parent
Common patterns
Section titled “Common patterns””React to ad sign destruction”
Section titled “”React to ad sign destruction””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 ad signs on a station”
Section titled ““Find ad signs on a station””<find_object_component name="$Signs" object="$Station" class="class.adsign" multiple="true"/>Rarely useful — modders typically don’t care about individual ad signs.
Events
Section titled “Events”| Event | When | Notes |
|---|---|---|
event_object_destroyed | Ad sign shot down | Filter event.object.isclass.{class.adsign} |
event_object_attacked | Ad sign attacked | Standard |
Common gotchas
Section titled “Common gotchas”- ⚠ 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. Usefind_object_componentrather 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).
Related
Section titled “Related”- Station — host.
- Destructible — parent type.