Forged Alliance Forever Forged Alliance Forever Forums 2014-05-13T21:46:16+02:00 /feed.php?f=45&t=6452 2014-05-13T21:46:16+02:00 2014-05-13T21:46:16+02:00 /viewtopic.php?t=6452&p=72852#p72852 <![CDATA[Re: Continental Shielding]]>
Basically, in all my tests so far it is behaving exactly as we always wanted it to behave.

Statistics: Posted by IceDreamer — 13 May 2014, 21:46


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2014-05-13T10:40:27+02:00 2014-05-13T10:40:27+02:00 /viewtopic.php?t=6452&p=72825#p72825 <![CDATA[Re: Continental Shielding]]>
IceDreamer wrote:
Oops sorry PilOt. Crotalus gave me some help and we now have a fix fully functioning. The fix uses the shield states. On loading to the transport the unit checks to see if shield is up, becoming invincible if it is. Whenever the shieldstate changes due to toggle, HP, or Energy drains, the invincibility toggles, as well as when the unit is dropped off. Have not tested gifting it to ally, but since it's tied to shield state it should work fine.


Minor thing though: if it hits a unit while it's supposed to hit a shield, isn't it supposed to damage the shield instead? Is that what happens with the fix or is that damage wasted now (not an issue for AoE damage I guess, but not every damage is AoE)?

Statistics: Posted by Aurion — 13 May 2014, 10:40


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2014-05-13T03:34:28+02:00 2014-05-13T03:34:28+02:00 /viewtopic.php?t=6452&p=72811#p72811 <![CDATA[Re: Continental Shielding]]> Statistics: Posted by IceDreamer — 13 May 2014, 03:34


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2014-05-12T22:35:40+02:00 2014-05-12T22:35:40+02:00 /viewtopic.php?t=6452&p=72782#p72782 <![CDATA[Re: Continental Shielding]]> Check all possible cases.

- Shields dropping & transferring damage.
- Shields dropping because lack of E.
- Giving the units to a ally.
- ?

Statistics: Posted by Ze_PilOt — 12 May 2014, 22:35


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2014-05-12T21:54:28+02:00 2014-05-12T21:54:28+02:00 /viewtopic.php?t=6452&p=72779#p72779 <![CDATA[Re: Continental Shielding]]> Statistics: Posted by IceDreamer — 12 May 2014, 21:54


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2014-05-12T03:52:50+02:00 2014-05-12T03:52:50+02:00 /viewtopic.php?t=6452&p=72712#p72712 <![CDATA[Re: Continental Shielding]]>
Code:
self:GetAttached(unit)
    unit:SetCanTakeDamage()


Type thing...

Statistics: Posted by IceDreamer — 12 May 2014, 03:52


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2014-05-11T23:44:28+02:00 2014-05-11T23:44:28+02:00 /viewtopic.php?t=6452&p=72699#p72699 <![CDATA[Re: Continental Shielding]]>
Code:
#Something along these lines
#   OnDamage = function(self, instigator, amount, vector, damageType, unit)
#      unit:OnDamage = function(self, instigator, amount, vector, damageType)
#         if self:ShieldIsOn() and unit:SetCanTakeDamage == true then
#            unit:SetCanTakeDamage(false)
#         elseif self:ShieldIsOn() and unit:SetCanTakeDamage == false then   
#         end
#         if self:ShieldIsOn(false) and unit:SetCanTakeDamage == false then
#            unit:SetCanTakeDamage(true)
#         elseif self:ShieldIsOn(false) and unit:SetCanTakeDamage == true then
#         end
#      end
#   end


Basically, I want to put something like this in the continental's unit script. In layman's terms, when the Continental takes damage, I want it to check its own shield and the damage state of the attached unit in the sequence described. That's the biggest problem I have is I don't know how I'm supposed to refer to the attached unit.

This is obviously quite CPU expensive to check every OnDamage. I have another direction of logic taking form in my head but it's not clear yet, and once again I can't write it even when it is.

Statistics: Posted by IceDreamer — 11 May 2014, 23:44


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2014-02-20T04:44:14+02:00 2014-02-20T04:44:14+02:00 /viewtopic.php?t=6452&p=66127#p66127 <![CDATA[Re: Continental Shielding]]>
IceDreamer wrote:
I think I've given up on this idea. Pip pointed out to me that making it work would leave to attacks involving 4 or 5 of these being practically indestructible by ground based AA, particularly of the mobile variety. That wouldn't be good for gameplay :/



Na the transport would still be attackable , just that the units with in the shield would and should be immune to damage so long as they're inside it. As Domino stated use OnTransport to get on an event that removes the hit boxes from the attached units. After they are released from transport or if the transport dies, enable the hit boxes from the units blueprint spec.

Resin

Statistics: Posted by Resin_Smoker — 20 Feb 2014, 04:44


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2014-01-28T02:43:05+02:00 2014-01-28T02:43:05+02:00 /viewtopic.php?t=6452&p=63473#p63473 <![CDATA[Re: Continental Shielding]]> Statistics: Posted by IceDreamer — 28 Jan 2014, 02:43


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2014-01-26T04:23:03+02:00 2014-01-26T04:23:03+02:00 /viewtopic.php?t=6452&p=63272#p63272 <![CDATA[Re: Continental Shielding]]>
Domino wrote:
you can use if self:IsState('Attached') then return in a hooked ondamage event to stop attached units taking damage when being transported.

units in trans should not take damage only if shield is "on"

Statistics: Posted by ZLO_RD — 26 Jan 2014, 04:23


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2014-01-25T22:15:31+02:00 2014-01-25T22:15:31+02:00 /viewtopic.php?t=6452&p=63252#p63252 <![CDATA[Re: Continental Shielding]]> Statistics: Posted by Domino — 25 Jan 2014, 22:15


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2014-01-25T22:13:56+02:00 2014-01-25T22:13:56+02:00 /viewtopic.php?t=6452&p=63251#p63251 <![CDATA[Re: Continental Shielding]]>
it pertains to hitboxes, which dont move fluidly with the unit, it happens like this, first the unit moves, AND THEN the hitbox moves to the position of the unit, so really the hitbox is always chasing the unit.. this is why the units at the front get hit, because the hitbox is not covering them.

sadly though the fix is not easy.. because making the hitbox larger obvioulsy has major drawbacks with it being a sphere..
you could try making the hitbot an oblong shape and make it slighly longer than it should be and slightly larger in width/height.

this is prolly the only fix worth doing.

Statistics: Posted by Domino — 25 Jan 2014, 22:13


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2014-01-25T20:45:42+02:00 2014-01-25T20:45:42+02:00 /viewtopic.php?t=6452&p=63244#p63244 <![CDATA[Continental Shielding]]>
What I think happens is that the projectile hits the Shield, but then the explosion happens a tick later. If this were true, the explosion would be happening inside the Shield and would therefore kill the unit, because the transport has moved on since then. It would also explain why it is that the LABs at the rear are almost always unaffected when one flies right into a Flack, but the ones at the front are kills. I can find no reason for the explosion to be delayed though, or even for it to be happening at all. It should be cancelled by the impact with the Shield.

Any ideas? Any idea how we might solve this? Is it possible to say "If Shield = True, clamped units take 0 Damage"?

Statistics: Posted by IceDreamer — 25 Jan 2014, 20:45


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