Armor

Armor

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Armor

Post by Caydr »

Would it be possible to set units to have a certain amount of damage "tolerance"... for example, a sumo might subtract 50 from all the damage it receives, meaning that light units are basically useless against it while heavier stuff, which logically could cause enough of a dent, does damage it. This would have to be balanced with a reduced HP amount, but that's no problem.

Possible? Zaphod and the rest of ya, I know you have a lot on your plate but this would certainly be a great idea for a future version if not the next one... so if you could write it down in a to-do list or something... thanks.
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

omg thats a awesome idea ! u can do it with armor allready but thats "slow"
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I think it would be a good idea to add support for SC/WC-style flat-rate-damage-subtraction armor too. Modders just have to make sure to keep their armor.txt armor classes, their weapon special damages, and their unit armor tags in order (should any decide to use all three), but it's good anyway
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I heard that in Total Annihilation, it was possible, by using small MaxDamage and small damagemodifier so small damage are rounded to 0. Have you tried if it works the same in Spring?
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

eh isnt that the normal Damage function?
You must give all weapons for example the tag in the damage categorie CorSumo=X; where X can be 0 if u want that a small weapon that has normal damage of 50 does 0 damage to the sumo. Or let X be 10 if u want that a weapon that does 60 normal damage have -50 damage to a sumo.
Isnt that the thing u want to have? Or did i understand something wrong?
Thats exactly what armorclasses means in FF and i told u months ago to make counterunits for special unitcasses like Krogs or Tanks...
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Yeah, my thinking is with Optimus. Surely you can do this quite easily using custom damage tags?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

In NanoBlob, I've already used the Armor tags... it works just fine, and it's very simple... just add whatever units you want to take little/no/more/ultra damage to a Armor category... and then cite the damage numbers in the weapon's FBI. Very elegant, and a lot less clunky than the OTA style.

Personally, I'd like to see a heal-X-percent and damage-X-percent... that'd take care of a bunch of things that I'd like to do... like making "heroic" units that gradually become more and more powerful (in terms of hitpoints... it'd be cooler if Experience could be used to modify other stuff, but that's been beaten to death so I'll shut up now).

Ah, and the whole <1 damage = 0 damage seems to work. The new features in healing (the autoheal as opposed to healtime) work great, too. Been having a great time playing with all of this stuff :-)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Warlord Zsinj wrote:Yeah, my thinking is with Optimus. Surely you can do this quite easily using custom damage tags?
yep, and it's easily automated with Python.

(Mmmm, python.)
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