shield improvements
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
shield improvements
wishlist:
shields dont overlap when two are touching, they link
some work around so shields only slightly larger than hitsphere still function (and fast projectiles cant sneak through)
shields dont overlap when two are touching, they link
some work around so shields only slightly larger than hitsphere still function (and fast projectiles cant sneak through)
Re: shield improvements
That's not as easy as you think.some work around so shields only slightly larger than hitsphere still function (and fast projectiles cant sneak through)
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: shield improvements
Hey that's a cool idea. Lua maybe? My comp is dead so I can't try it.1v0ry_k1ng wrote:wishlist:
shields dont overlap when two are touching, they link
Re: shield improvements
It's pretty straightforward. Make particle updates take shields into account in addition to units and features, and remove the collision code in the shield Update().Hoi wrote:That's not as easy as you think.some work around so shields only slightly larger than hitsphere still function (and fast projectiles cant sneak through)
Re: shield improvements
For the "shield merging", "metaballs" is the term you're looking for if you want spheroid meshes that meld together when touching.
The collision algorithm would be trickier, because you wouldn't want shields to stop projectiles that hit the "internal" shields that were now invisible by the metaball collision.
The collision algorithm would be trickier, because you wouldn't want shields to stop projectiles that hit the "internal" shields that were now invisible by the metaball collision.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: shield improvements
I was thinking something less complicated. Take CA's Aegis for example. A small shield with the range to protect a handful of units.
Let's say you build two of them within range of eachother. Remove their shields and make a magic inivisible shield unit in between them with double the range. For extra points, make them magically link with a cool beam. This double-diameter shield would of course have the two Aegises a bit close to the edges but would still be cool. Scale as necessary for 3, 4, and however many Aegises you place within the range of the super shield.
Let's say you build two of them within range of eachother. Remove their shields and make a magic inivisible shield unit in between them with double the range. For extra points, make them magically link with a cool beam. This double-diameter shield would of course have the two Aegises a bit close to the edges but would still be cool. Scale as necessary for 3, 4, and however many Aegises you place within the range of the super shield.
Re: shield improvements
Or... just do shields entirely in Lua, in terms of gameplay effects. The visuals too, if you want to do bubbles that merge- you could do that with clipping planes, I think, although setting that up would be "fun".
Re: shield improvements
CAR, don't even get the idea to implement shields via lua! particle handling in lua is SLOW AS HELL, don't do it!
Re: shield improvements
jK wrote:CAR
It's not really particle handling being slow that's the issue, it's the fact that you would have to track particles yourself because there are no GetParticlesInX, right?CarRepairer wrote:inivisible shield unit
Re: shield improvements
I loled, now resume the hatred!Pxtl wrote:metaball collision.
Re: shield improvements
Use zwzsg's KP ONS mode structure connector beam scriptCarRepairer wrote: For extra points, make them magically link with a cool beam.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: shield improvements
Thank you lurker.lurker wrote:jK wrote:CARCarRepairer wrote:inivisible shield unit
jK, I wasn't very clear with my wording. Shut off their shields and put an invisible unit in between them. That unit makes the bigger shield.
Re: shield improvements
Metaballs touching is metagay.smoth wrote: I loled, now resume the hatred!
Re: shield improvements
I wish that shields would have actual physics/anims, so one could set it to, for example, bend backwards when a projectile hits it.
I guess this'll go on my wishlist, right next to mesh deformation, skeletal animation, and soft map edges
I guess this'll go on my wishlist, right next to mesh deformation, skeletal animation, and soft map edges
Re: shield improvements
Who said anything about particle tracking? I sure didn't.
Just get UnitDamaged to deal with the gameplay effects of the shields. Treat the exterior shield as strictly a visual element. Not that horrible.
Just get UnitDamaged to deal with the gameplay effects of the shields. Treat the exterior shield as strictly a visual element. Not that horrible.
Re: shield improvements
lol, actually I originally laughed because I read meatball collision.....Pxtl wrote:Metaballs touching is metagay.smoth wrote: I loled, now resume the hatred!
Re: shield improvements
SAME!smoth wrote:lol, actually I originally laughed because I read meatball collision.....Pxtl wrote:Metaballs touching is metagay.smoth wrote: I loled, now resume the hatred!
retrospective edit? idk how the quoting would be changed tho...
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: shield improvements
TradeMark wrote: Metalmap:
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Re: shield improvements
that's no metaballCarRepairer wrote:TradeMark wrote: Metalmap:
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Re: shield improvements
Looks like... female parts to me. Makes me tempted to do a quick reskin of that map as a joke- "Udder Metallica" or something 
