Shields
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- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Shields
So I'm working on the shields for my faction, and realized I need something ironed out. ShieldPower is the strength of the shield, and I'm guessing a weapons damage depletes that amount from the ShieldPower. But, I have a handful of armor types, and I wondered which value it reads for the shield. If my actual shield generator is in the Building armor category, does that mean the shield looks for the Building damage value from the weapon it's blocking?
Re: Shields
I don't think shields use armordefs to change damage for the shields.
They use
interceptedByShieldType = 1,
shieldInterceptType = 3,
tags. So basically a binary matchup of the numbers will block shots, but otherwise weapons will go through.
They use
interceptedByShieldType = 1,
shieldInterceptType = 3,
tags. So basically a binary matchup of the numbers will block shots, but otherwise weapons will go through.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Shields
Yeah, but I mean like what determines how fast the shield is depleted. I've got what controls what can go through or not down, it's the depletion/strength of the shield that's my question. Does each shot subtract its damage from the shield power, or is each shot like just a -1 from the shield power. And if it is weapon damage, which damage does it read if there's multiple kinds of damage.
Re: Shields
Ahh, I misunderstood. Although I've never heard anything relating armordefs to the shield drain, I do believe that greater weapon damage drains the shields quicker, but mostly its just observational evidence; I haven't really looked at the code and can't help much beyond that, sorry.
Re: Shields
For a destroying shield it drains the projectile's default damage, for a deflector shield it's some wonky equation based on the force.
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Shields
Do not use deflector shields if you want balance between damage per second and damage per second. If you want even vaguely logical drain against multiple weapon types (cannon, laser, rocket etc..) forget about using deflector shields.
Re: Shields
It's not a wonky equation, it's 1x weapon damage per second. The trouble comes when weapons spend different amounts of time inside the deflector.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Shields
There should be a way to define the total amount that a reflection will cost. Doing it vs weapon damage is very narrow and limited.lurker wrote:It's not a wonky equation, it's 1x weapon damage per second. The trouble comes when weapons spend different amounts of time inside the deflector.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Shields
Alright, first of all, the shield won't be a deflector so it seems I'm in the clear of any alleged wonkiness.
Second of all, here's an example of one of my weapon defs.
So, there's no default, unless you mean the first in the list.
Second of all, here's an example of one of my weapon defs.
Code: Select all
damage = {
Cruiser = 15,
Building = 15,
Mech = 15,
Tank = 15,
Aircraft = 15,
Ship = 15,
Sub = 1,
},
Re: Shields
Default defaults to 1.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Shields
Super awesome. Spring shows me whats for once again.