Shields - general list (feel free to add things)
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- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
Shields - general list (feel free to add things)
This is a collated list of feature requests related to SHIELDS (and Shields alone!) Post in the thread and i'll add your request to the list...
tags:
ShieldOnoffable - shields should be able to be switched off (me)
ShieldConstantEnergyDrain - when a shield is active ti should be allowed to constantly drain Energy like any other special feature (eg cloaking) (me)
AOEDamageReduction - a percentage of AOE damage is allowed through the shield. (Hunter0000)
general features:
Shields should be able to block all projectiles/weapons - at the moment lightning and flamethrowers cannot be blocked. (me)
Shields should attempt to block AOE damage - if they can't block it all then the remainder should be allowed to affect whatever is inside the shield (Swiftspear)
LOD for rendering large number of shields onscreen - shields always render at full quality (as far as i can tell) and cause severe slowdowns once you approach the 200 mark (me)
Shields should use the water renderer - they should deform when hit/be reflective when on Ultra-leet graphics settings (Warlord Zsinj)
Shields should use armorclasses of the unit - instead of default damage (Forboding Angel)
bugs:
Shields with ShieldEnergyUse tags can always deflect beamlasers because they do not check energy before deflecting (KDR_11K)
tags:
ShieldOnoffable - shields should be able to be switched off (me)
ShieldConstantEnergyDrain - when a shield is active ti should be allowed to constantly drain Energy like any other special feature (eg cloaking) (me)
AOEDamageReduction - a percentage of AOE damage is allowed through the shield. (Hunter0000)
general features:
Shields should be able to block all projectiles/weapons - at the moment lightning and flamethrowers cannot be blocked. (me)
Shields should attempt to block AOE damage - if they can't block it all then the remainder should be allowed to affect whatever is inside the shield (Swiftspear)
LOD for rendering large number of shields onscreen - shields always render at full quality (as far as i can tell) and cause severe slowdowns once you approach the 200 mark (me)
Shields should use the water renderer - they should deform when hit/be reflective when on Ultra-leet graphics settings (Warlord Zsinj)
Shields should use armorclasses of the unit - instead of default damage (Forboding Angel)
bugs:
Shields with ShieldEnergyUse tags can always deflect beamlasers because they do not check energy before deflecting (KDR_11K)
Last edited by unpossible on 24 Aug 2006, 11:10, edited 8 times in total.
Re: ShieldConstantEnergyUsage tag
surely if you want to make it drain energy all the time no matter what, you can simply use the old 'uses X energy when turned on' functionality that units like radars use? Then for the shield strength, just give it whatever recharge rate and max capacity you want, and 0 energy cost to regenerate.unpossible wrote:it doesn't make sense that shields can 'store' energy - there should be an option to have them drain E all the time while they're on, like a cloak or any other special ability.
i came to trying to (think about) balance for HvC and realised it's impossible for a unit with shields to be dependent on energy to keep the shield working - sooner and later it just finds enough and stores it!
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
that's right- the trouble is at the moment the shields only need E to charge. if the E is cut then the shields saty on. the main problem is i was going to balance the mod using energy structures as an 'effective' population limit, beyond which units won't be able to use shields & cloaks. with this system some of the shields will charge, then more then more with no limit to the ammount of shields on at any one time. all it needs is enough time to charge the shields one by one.
i need them draining all at all times - they'll still charge up but at no cost. the cost will be keeping them active
i need them draining all at all times - they'll still charge up but at no cost. the cost will be keeping them active
- unpossible
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- Joined: 10 May 2005, 19:24
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- Imperial Winter Developer
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- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
ah, that's another one. I'm pretty sure it's dead easy to correct the necessary parts in the code - but i have no idea how to do it. it look like a copy & paste job, but i wouldn't know what al the references were to the weapons.cpp thingys that need to be changed. all lightning & flame are missing is this, as far as i can tell:
in the rts/sim/projectiles section
Code: Select all
int ShieldRepulse(CPlasmaRepulser* shield,float3 shieldPos, float shieldForce, float shieldMaxSpeed);
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
ACTIVATION is hooked to the On/Off button... can't get much more useful than that. Well, other than being able to plug buttons into the GUI dynamically... *cough*
Just make sure you have onoffable=1 in the FBI and probably ActivateWhenBuilt=1 too, though that's your choice. I think you need to run a BUILD_PERCENT_LEFT loop in Create() if you do it this way just so the shield doesn't turn on while it's under construction, but I'm not 100% sure on that quite yet. Still trying some little things.
Just make sure you have onoffable=1 in the FBI and probably ActivateWhenBuilt=1 too, though that's your choice. I think you need to run a BUILD_PERCENT_LEFT loop in Create() if you do it this way just so the shield doesn't turn on while it's under construction, but I'm not 100% sure on that quite yet. Still trying some little things.
Well, I think it does call those functions, but it also toggles the true/false status of ACTIVATION as well, making it very easy to reference elsewhere.KDR_11k wrote:Ah, I thought that button just called Activate() and Deactivate() and left it up to the scripter to set ACTIVATION to make the on-offable tags like EnergyUse count...