shield improvements

shield improvements

Requests for features in the spring code.

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

shield improvements

Post by 1v0ry_k1ng »

wishlist:

shields dont overlap when two are touching, they link

some work around so shields only slightly larger than hitsphere still function (and fast projectiles cant sneak through)
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Hoi
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Joined: 13 May 2008, 16:51

Re: shield improvements

Post by Hoi »

some work around so shields only slightly larger than hitsphere still function (and fast projectiles cant sneak through)
That's not as easy as you think.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: shield improvements

Post by CarRepairer »

1v0ry_k1ng wrote:wishlist:

shields dont overlap when two are touching, they link
Hey that's a cool idea. Lua maybe? My comp is dead so I can't try it.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: shield improvements

Post by lurker »

Hoi wrote:
some work around so shields only slightly larger than hitsphere still function (and fast projectiles cant sneak through)
That's not as easy as you think.
It's pretty straightforward. Make particle updates take shields into account in addition to units and features, and remove the collision code in the shield Update().
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: shield improvements

Post by Pxtl »

For the "shield merging", "metaballs" is the term you're looking for if you want spheroid meshes that meld together when touching.

The collision algorithm would be trickier, because you wouldn't want shields to stop projectiles that hit the "internal" shields that were now invisible by the metaball collision.
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CarRepairer
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Re: shield improvements

Post by CarRepairer »

I was thinking something less complicated. Take CA's Aegis for example. A small shield with the range to protect a handful of units.

Let's say you build two of them within range of eachother. Remove their shields and make a magic inivisible shield unit in between them with double the range. For extra points, make them magically link with a cool beam. This double-diameter shield would of course have the two Aegises a bit close to the edges but would still be cool. Scale as necessary for 3, 4, and however many Aegises you place within the range of the super shield.
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Argh
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Re: shield improvements

Post by Argh »

Or... just do shields entirely in Lua, in terms of gameplay effects. The visuals too, if you want to do bubbles that merge- you could do that with clipping planes, I think, although setting that up would be "fun".
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: shield improvements

Post by jK »

CAR, don't even get the idea to implement shields via lua! particle handling in lua is SLOW AS HELL, don't do it!
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lurker
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Joined: 08 Jan 2007, 06:13

Re: shield improvements

Post by lurker »

jK wrote:CAR
CarRepairer wrote:inivisible shield unit
It's not really particle handling being slow that's the issue, it's the fact that you would have to track particles yourself because there are no GetParticlesInX, right?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: shield improvements

Post by smoth »

Pxtl wrote:metaball collision.
I loled, now resume the hatred!
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: shield improvements

Post by MidKnight »

CarRepairer wrote: For extra points, make them magically link with a cool beam.
Use zwzsg's KP ONS mode structure connector beam script ;)
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CarRepairer
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Re: shield improvements

Post by CarRepairer »

lurker wrote:
jK wrote:CAR
CarRepairer wrote:inivisible shield unit
Thank you lurker.

jK, I wasn't very clear with my wording. Shut off their shields and put an invisible unit in between them. That unit makes the bigger shield.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: shield improvements

Post by Pxtl »

smoth wrote: I loled, now resume the hatred!
Metaballs touching is metagay.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: shield improvements

Post by MidKnight »

I wish that shields would have actual physics/anims, so one could set it to, for example, bend backwards when a projectile hits it.

I guess this'll go on my wishlist, right next to mesh deformation, skeletal animation, and soft map edges :P
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Argh
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Joined: 21 Feb 2005, 03:38

Re: shield improvements

Post by Argh »

Who said anything about particle tracking? I sure didn't.

Just get UnitDamaged to deal with the gameplay effects of the shields. Treat the exterior shield as strictly a visual element. Not that horrible.
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smoth
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Re: shield improvements

Post by smoth »

Pxtl wrote:
smoth wrote: I loled, now resume the hatred!
Metaballs touching is metagay.
lol, actually I originally laughed because I read meatball collision.....
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: shield improvements

Post by MidKnight »

smoth wrote:
Pxtl wrote:
smoth wrote: I loled, now resume the hatred!
Metaballs touching is metagay.
lol, actually I originally laughed because I read meatball collision.....
SAME!

retrospective edit? idk how the quoting would be changed tho...
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CarRepairer
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Re: shield improvements

Post by CarRepairer »

TradeMark wrote: Metalmap:
Image
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jK
Spring Developer
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Re: shield improvements

Post by jK »

CarRepairer wrote:
TradeMark wrote: Metalmap:
Image
that's no metaball
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Argh
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Joined: 21 Feb 2005, 03:38

Re: shield improvements

Post by Argh »

Looks like... female parts to me. Makes me tempted to do a quick reskin of that map as a joke- "Udder Metallica" or something ;)
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