There's no technical reason these things can't apply to text labels.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
Laser Deflector Shields and Missile-Deavtivating EM Fields
Moderator: Moderators
But aren't these games always this kind of paper rock scissors with nuke, antinuke and brawlers?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...![]()
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.![]()
Dunno, just my noobish 2 cents.
Maybe even the deflector and anti-nuke are already "going too far".
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.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!?!
Fun with shields - the psychic peewee!
Or - spring as a model of electron orbits.
http://www.fileuniverse.com/?p=showitem&ID=3488
Or - spring as a model of electron orbits.
http://www.fileuniverse.com/?p=showitem&ID=3488
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
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- Posts: 197
- Joined: 04 Nov 2004, 00:33
Nemo, can you post the tags on that shield? No matter what I try my shields always destroy, not repel, for instance:
Destroys...
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;
}
}
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- Posts: 197
- Joined: 04 Nov 2004, 00:33
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
Here we are:
http://www.fileuniverse.com/?p=showitem&ID=3494
I'll have something cool for you all to watch in a few minutes when I finish uploading

Here we are:
http://www.fileuniverse.com/?p=showitem&ID=3494