Repulsor Tweak - Page 3

Repulsor Tweak

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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incidenta5
Posts: 37
Joined: 15 Mar 2006, 00:40

Post by incidenta5 »

SinbadEV wrote:It's a "kinetic" shield... not an energy sheild.
It might work out to make multiple types of shielding in the form of separate weapons for each type.

I dont know if we really want to see what a Krog with both kinetic and laser shielding would do :) (especially if the recharge rate was around 100 shield pts per second :twisted: )

For now, the 'kinetic' shielding works. I'm still working on how best to do energy shields. Also, the kinetic shield has a variable yield, set by the 'repulsorRange' tag in the TDF definition for 'repulsor1'.
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

awesome stuff - now we just need to get this into the game 8)
war450
Posts: 8
Joined: 21 Dec 2005, 08:26

Post by war450 »

i really hope you add the blast being absorbed into the shield insted of just blowing up. :-)

and maybe add a shield type dome? insted of the shield pushing the projectile when the projectile hits the shield will just absorb it and depending how strong the energy is that is how mutch it will submit from energy. :wink:
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