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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-15-2003, 04:45 PM
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#11 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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No, but that reminded me of something else. Remember the Stinger Site? That has slaves inside it that absorb the damage, but once they die the site itself starts to take damage. What if you added a hidden "contained" unit to the unit that has the shield, and then use the code from the stinger site that gets the contained unit to absorb the damage first before it eventually dies, and then the unit itself will start to take damage. How's that?
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10-15-2003, 08:57 PM
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#12 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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Don't the stinger troopers die as the site gets damaged?
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10-15-2003, 10:13 PM
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#13 (permalink)
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Senior Member
Join Date: May 2003
Posts: 469
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Try this.... Make a unit that has the apearance of permanant sheilds, like every time it is hit you see a blue transparent shell apear around it (or something). give this unit the strength of what you would want the sheild to be. Then make is so when it is destroyed, it switches to the same unit but without the sheild visuals but have that unit slightly damaged when it is created.
I dont know if this part is possible, maybe make it so when the unit reaches 100% health it is replaced with the sheild vehicle.
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10-15-2003, 11:04 PM
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#14 (permalink)
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Member
Join Date: May 2003
Location: USA
Posts: 83
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Ok. Got a weird idea but i think it will work. You give the unit a battle drone upgrade (the shield upgrade) and it will surround the tank wherever it goes. Give the battle drone the paladin laser, and condtionstate=attacking will make the drone visible so you see the transparent shield, while when its not attacking it is invisible (no model). Then you make the paladin laser deflect everything, and have the highest ROF. BUT the laser will have a certain clip size so it can fire so many lasers to deflect a certain ammount of things that it will run out of ammo, and the shield will permanently be invisble (because its not attacking) Now the tank is vulnerable to fire.
But heres the cool part, make the tank able to go back to dock at the shield generator so the drone can get its clip refilled and shields recharged, like an aircraft.
Sound Good?
If you need me to rephrase anything just ask, but i think in order for the paladin laser to shoot things, everthing must be a projectile object.
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10-16-2003, 01:23 AM
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#15 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Australia
Posts: 205
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you could just give it an invisible paladin laser with fast firing rate, but has cooldown... just an idea.
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10-16-2003, 01:22 PM
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#16 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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Quote:
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Originally Posted by ImmoMan
No, but that reminded me of something else. Remember the Stinger Site? That has slaves inside it that absorb the damage, but once they die the site itself starts to take damage. What if you added a hidden "contained" unit to the unit that has the shield, and then use the code from the stinger site that gets the contained unit to absorb the damage first before it eventually dies, and then the unit itself will start to take damage. How's that?
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Thanks! This sounds like it could work, but will the slaves follow the unit?
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10-16-2003, 02:49 PM
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#17 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Quote:
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Originally Posted by DJRowley
Thanks! This sounds like it could work, but will the slaves follow the unit?
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Well, I'm not sure but I guess the slaves can be contained inside the unit like passengers. And if not, use the drone logic to get the slaves to follow their master around if necessary. And BTW, no matter where the slaves are, they will take damage anyway. So you can just as easily create them at the war factory and just leave them there.
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10-16-2003, 04:39 PM
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#18 (permalink)
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Senior Member
Join Date: Sep 2003
Posts: 168
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but that's the thing-- that means that if one tank with a laser cannon shoots at a shielded unit, the shield will destroy every single laser that comes at it, while in reality, the shield would slowly become damaged and be destroyed. That's why I'm not crazy about the paladin laser idea.
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10-16-2003, 07:35 PM
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#19 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 17
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The Stinger Site idea seems the most viable, to me... that way, the shield would regenerate, and you could do it in sections(like 1 per "shield unit", total 3 or 4 units). After a time, the "shield unit" would regenerate. More realistic than having your shield explode, as the drone idea would do...
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10-17-2003, 07:26 AM
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#20 (permalink)
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Member
Join Date: Sep 2001
Location: Montréal, Québec
Posts: 29
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Well, in Star Wars, shields are invisible most of the time (you only ever see them once or twice...) So the graphic of it is easy... it's invisble.
I don't like the paladin laser with ammo idea, just because it will absorb a number of shots (not amount of damage/energy in the shot). That will mean that rapid fire weapons, like repeaters (small, fast firing blasers), etc, will be able to easily lower the shields of a vehicle faster that, let's say, a Heavy Turbolaser Batterry (Very Large, anti capital ship weapon). That doesn't sound very good, now does it? It will also make weapons like Proton Torpedos, Proton Bombs, and Concussion missiles useless...
Now that i think of it, you could just make heavy weapons have several shots combined into one. For example, a Repeater could have a single shot being fired fast, and a Turbolaser could have 10 fired in one shot, but appear to be one beam. That would drain the "shield" faster.
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