Laser Deflector Shields and Missile-Deavtivating EM Fields - Page 3

Laser Deflector Shields and Missile-Deavtivating EM Fields

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Do you like this idea?

COOL!!!
22
40%
Sounds nice.
12
22%
I am indifferent.
8
15%
Well, they do not have much strategical value...
2
4%
Stop dreaming!!!
11
20%
 
Total votes: 55

Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Soulless1 wrote:yeah but if they were all numbers, they could all be defined by the modder...

plus there would be no limit (within reason) to the number of categories
There's no technical reason these things can't apply to text labels.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

You can script shields on units, look at Sigfreid tank/TAUCP orcone, so leave the devs alone to work on the important stuff please.
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

but you can't script laser reflection or deactivated missile behaviour...and no-one's shouting NOWNOWNOW or anything, we just wanted this on the list somewhere.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Is the new shield system in v0.72b1 the same as what we are discussing in this topic? I don't have the chance to try it out yet so I don't know.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

bwansy wrote:Is the new shield system in v0.72b1 the same as what we are discussing in this topic? I don't have the chance to try it out yet so I don't know.
Yes!!! It is! Thank all developers for your great work!!!
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Cheery
Posts: 129
Joined: 09 May 2005, 10:30

Post by Cheery »

bamb wrote:and then there needs to be anti-shield-cannons that fire through them damn shields and then anti-shield-cannon-shields to prevent those and... :shock:

AA/XTA is already as complex as it is. If there's a counter and re-counter for everything, it just makes games last even longer than they already do. :o

Dunno, just my noobish 2 cents.

Maybe even the deflector and anti-nuke are already "going too far". :wink:
But aren't these games always this kind of paper rock scissors with nuke, antinuke and brawlers?
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BeeDee
Posts: 42
Joined: 16 Mar 2005, 03:17

Post by BeeDee »

Rayden wrote:Btw. how would you destroy and building within a anti-plasma, anti-missile and anti-laser shield? :?: Just overload the shield till the enemy has no energy anymore!?!
Kamikaze units such as the crawling bomb should still work. Would a flamethrower fall under "anti-plasma"? Pyros might work too. Alternately, bypass the building and destroy everything _else_ the player has. I don't imagine any well-balanced mod would allow one to completely shield one's entire base, take out the power generators and mop up the rest later.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Fun with shields - the psychic peewee!

Or - spring as a model of electron orbits.

http://www.fileuniverse.com/?p=showitem&ID=3488
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

One second Nemo! How did you make it do that?
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

negative repulseforce+a high powerregen rate+lots, and lots, and LOTS of high damage flash shells fired at a near tangent into the shield area.
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FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

is it possible to have a Replusor that pulls so it would be a puller

say have a unit with high hp that sucks all plasma towards it so that other weaker units dont get hit by the plasma
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

That's how I did this - the shield pulls the shells towards it, but with the right regen rate they just stay in orbit.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Cool.
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Nemo, can you post the tags on that shield? No matter what I try my shields always destroy, not repel, for instance:

Code: Select all

[SHIELD1]
{
ID=133;
name=Plasmashield;
IsShield=1;
ShieldRepulsor=1;
SmartShield=0;
ExteriorShield=0;
//VisibleShield=1;
VisibleShieldRepulse=1;
//ShieldEnergyUse=0;
ShieldForce=50;
ShieldRadius=300;
ShieldMaxSpeed=500;
ShieldPower=20000;
ShieldPowerRegen=500;
ShieldPowerRegenEnergy=1;
ShieldInterceptType=1;
//ShieldGoodColor=0.95 1 0.75;
//ShieldBadColor=0.7 0.55 0.45;
//ShieldAlpha=0.35;
[DAMAGE]
{
default=0;
}
}
Destroys...
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FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

what if you collected a bunch plasma shots with a aircraft then flew over the enemy base an dropeed a bunch of plasma shots.
collect a bunch of bb shots that would be fun
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

FolCan wrote:what if you collected a bunch plasma shots with a aircraft then flew over the enemy base an dropeed a bunch of plasma shots.
collect a bunch of bb shots that would be fun
I was sorta working on something like that, but this whole repulser not repulsing thing is in my way heh =P
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Hunter, you have a typo in the "ShieldRepuls-o-r" tag. It should be "ShieldRepuls-e-r" If the proper tag isn't there, it defaults to destroy mode.

I'll have something cool for you all to watch in a few minutes when I finish uploading :lol:

Here we are:
http://www.fileuniverse.com/?p=showitem&ID=3494
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Will the coming SWTA include shields?
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