Paralyzers don't work in svn 4796.
They paralyze to 112%, if you pay attention, in the current version it has to reach 120% to actually paralyze anything.
Bug in 4796 - Paralyzer
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- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
No, it seems you are using the healthbars widget ^^
The 120% are hard coded in the widget. But the unit is already stunned with >100% (the newest version of the widget indicates with a nice flashing effect). Also each weapon has a max paralyze time, so it isn't guaranteed that the emp bar reachs 120% and on the other side a lot of weapons go above 120% (the widget cut those).
Btw, i already wrote a new version (included with CA) that's replace the 100-120% text with the real remaining stunned time (and it contains a new shield bar ^^).
The 120% are hard coded in the widget. But the unit is already stunned with >100% (the newest version of the widget indicates with a nice flashing effect). Also each weapon has a max paralyze time, so it isn't guaranteed that the emp bar reachs 120% and on the other side a lot of weapons go above 120% (the widget cut those).
Btw, i already wrote a new version (included with CA) that's replace the 100-120% text with the real remaining stunned time (and it contains a new shield bar ^^).
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Then why are the tanks still aiming and shooting?jK wrote:No, it seems you are using the healthbars widget ^^
The 120% are hard coded in the widget. But the unit is already stunned with >100% (the newest version of the widget indicates with a nice flashing effect). Also each weapon has a max paralyze time, so it isn't guaranteed that the emp bar reachs 120% and on the other side a lot of weapons go above 120% (the widget cut those).
Btw, i already wrote a new version (included with CA) that's replace the 100-120% text with the real remaining stunned time (and it contains a new shield bar ^^).
I can provide video if you want proof.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
NM, To quell argument that I don't care for here is video proof.
THings to note, the units with the blue lasers do 500 paralyze damage per shot with noexplode, also, the lasers are beamweapons not beamlasers. Another thing, the units trying to paralyze have 0 reloadtime.
Notice that the heavytanks have full paralyze bars the moment that shots hit them.
Now, will soemone please fix this?
http://forbodingangel.zjt3.com/4796%20p ... orking.wmv
THings to note, the units with the blue lasers do 500 paralyze damage per shot with noexplode, also, the lasers are beamweapons not beamlasers. Another thing, the units trying to paralyze have 0 reloadtime.
Notice that the heavytanks have full paralyze bars the moment that shots hit them.
Now, will soemone please fix this?
http://forbodingangel.zjt3.com/4796%20p ... orking.wmv
I might have had the same issue, my DOSes in KP didn't seem to properly paralyze until I upped the paralyzetime (they had 2, now it's 3 or 4). The DOS takes much longer to paralyze something than the paralysis takes to wear off afterwards. It worked with multiple DOSes but one alone couldn't keep the stun up.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43