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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000350||Spring engine||General||public||2006-12-29 10:29||2012-06-04 02:36|
|Status||resolved||Resolution||unable to reproduce|
|Target Version||Fixed in Version|
|Summary||0000350: Shields Are Buggy|
|Description||Shields are currently exhibiting some buggy behaviors. As I haven't used Shields in ages, I wasn't aware of these problems until recently. The mod I am working on is going to make extensive use of Shields for various things, so I thought that everybody might want to know what's going on.|
Firstly, Shields are not subtracting out the damage of incoming fire from their hitpoint totals when they repulse things, unless the Default damage is set to higher than 0 (which I usually do not do, because of all of the stuff in Spring that is unfortunately tied to that value). This means that unless a shot "gets lucky" and is not registered until it gets inside the Shield, *zero* damage is being done, instead of damage being done to the Shield, but not to the Unit.
Secondly, Shields with the following FBI properties do not register hits (i.e., shots go right through them):
Lastly, I'd strongly prefer that Shields could use ColorMap code, instead of the two-value RGB value code that's being used, so that we can have fading alphas and better use of color in Shields.
|Tags||No tags attached.|
Please don't take this as critisem. I bet you know how you planned to do it.
How would you decide how much damage is done to shields? Would it be the damage that the shot was being fired at? With something like a birtha, the shot is probably not going to hit anyway. It also doesn't make sense to me that a shot does diffierent damage depending on what it is targetted at. (This is not to be confused with what it hits. An Imoblator will do almost no damage to an AK that it hits weather or not it is aimed at the Peewee behind it. ) What would you do it the person attacked and would have hit the ground? It doesn't seem like there is any precedent then.
I don't see any good answers except meaby creating a special unit name for shields. ( Note: I mean the shield itself, not the unit creating the shield. )
that would allow the creation of anti shield weapons.
All of these bugs / requests are still valid, I think. I'll test the shieldrepulser / visibleshieldrepulse thing again.
In addition, Shields need to take damage *BEFORE* the Unit, when the Unit registers damage from area-effect weapons. Otherwise we're stuck with the current giant-area Shields, instead of the classic, sci-fi versions that stop all damage until they fail.
Oh yeah... and I'd really like a shieldMinimumOffTime variable, defaulting to zero... having Shields instantly start recharging is something that I, and I suspect most of the modders, would rather not have. I'd like Shields to be extra hitpoints that can be regenerated after combat, not something that I have to jack up the regen rate to have them get to the desired level of "full" for game-balanced purposes... which in turn makes them very unbalanced against low-damage units.
Just my opinions, of course!
|Another small one- lightning doesn't damage them at all.|
|this report is so heavily outdated... please reopen with details if something isn't fixed / doesn't work. afaik there are some lua callins that should allow workaround/fix remaining issues / implement own features.|
|2006-12-29 10:29||Argh||New Issue|
|2007-01-24 19:51||patmo98||Note Added: 0000596|
|2007-04-01 18:18||Argh||Note Added: 0000851|
|2007-04-02 03:54||P3374H||Note Added: 0000854|
|2012-06-04 02:36||abma||Note Added: 0008736|
|2012-06-04 02:36||abma||Status||new => resolved|
|2012-06-04 02:36||abma||Resolution||open => unable to reproduce|
|2012-06-04 02:36||abma||Assigned To||=> abma|
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