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Posted: 25 May 2006, 01:32
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.

Posted: 25 May 2006, 11:09
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.

Posted: 25 May 2006, 14:52
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.

Posted: 17 Jun 2006, 17:08
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.

Posted: 17 Jun 2006, 17:42
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!!!

Posted: 17 Jun 2006, 18:36
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?

Posted: 17 Jun 2006, 20:05
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.

Posted: 17 Jun 2006, 22:46
by Nemo
Fun with shields - the psychic peewee!

Or - spring as a model of electron orbits.

http://www.fileuniverse.com/?p=showitem&ID=3488

Posted: 18 Jun 2006, 05:46
by Archangel of Death
One second Nemo! How did you make it do that?

Posted: 18 Jun 2006, 06:22
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.

Posted: 18 Jun 2006, 06:34
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

Posted: 18 Jun 2006, 06:47
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.

Posted: 18 Jun 2006, 06:49
by Zoombie
Cool.

Posted: 18 Jun 2006, 08:06
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...

Posted: 18 Jun 2006, 08:28
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

Posted: 18 Jun 2006, 08:37
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

Posted: 18 Jun 2006, 08:40
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

Posted: 27 Jun 2006, 12:56
by bwansy
Will the coming SWTA include shields?