shield improvements - Page 2

shield improvements

Requests for features in the spring code.

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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: shield improvements

Post by Das Bruce »

Uniboobs are gross.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: shield improvements

Post by zwzsg »

CarRepairer wrote:Hey that's a cool idea. Lua maybe?
Argh wrote:Or... just do shields entirely in Lua, in terms of gameplay effects.
I suggest that we remove Spring.exe and replace it by a Lua interpreter. Much more flexibility! Much easier for the engine maintener. And modders just have code their own RTS engine in Lua, if they don't they are just lazy!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: shield improvements

Post by Argh »

viewtopic.php?f=23&t=17808&p=333709#p333709

There ya go, just add some visuals, and voila, shields that don't require giant bubbles to work.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: shield improvements

Post by zwzsg »

I don't see anything that:
- Draw the shield
- Repulse shots
- Protect any unit inside the shield
- Make it configurable


So it's not even comparable to current hard coded shield.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: shield improvements

Post by 1v0ry_k1ng »

why not coders of the internets unite and give argh a hand, then :-)
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: shield improvements

Post by lurker »

Because shields require a lot of fiddly operations that are best off staying in the engine?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: shield improvements

Post by smoth »

I am staying out of this whole thing... GO ZWZSG!
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