Forged Alliance Forever Forged Alliance Forever Forums 2014-06-17T20:36:46+02:00 /feed.php?f=45&t=7444 2014-06-17T20:36:46+02:00 2014-06-17T20:36:46+02:00 /viewtopic.php?t=7444&p=75673#p75673 <![CDATA[Re: Reflecting projectiles V3 w/ download on pg 3]]>
Resin

Statistics: Posted by Resin_Smoker — 17 Jun 2014, 20:36


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2014-06-17T20:28:15+02:00 2014-06-17T20:28:15+02:00 /viewtopic.php?t=7444&p=75672#p75672 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
Unless someone looks at the scripts and understands what was done, much of the details would be lost on casual players.

Resin

Statistics: Posted by Resin_Smoker — 17 Jun 2014, 20:28


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2014-06-17T11:35:57+02:00 2014-06-17T11:35:57+02:00 /viewtopic.php?t=7444&p=75604#p75604 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
Resin_Smoker wrote:
V0.3

http://www.mediafire.com/download/rbzk1 ... ons_v3.rar


youtube?

Statistics: Posted by nine2 — 17 Jun 2014, 11:35


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2014-06-17T10:01:34+02:00 2014-06-17T10:01:34+02:00 /viewtopic.php?t=7444&p=75595#p75595 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
http://www.mediafire.com/download/rbzk1 ... ons_v3.rar

Statistics: Posted by Resin_Smoker — 17 Jun 2014, 10:01


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2014-06-13T18:57:33+02:00 2014-06-13T18:57:33+02:00 /viewtopic.php?t=7444&p=75281#p75281 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
partytime wrote:
zeroAPM wrote:Isn't one of the most praised features of Supcom the fact that is not a Rock-Paper-Scissor like Starcraft though?


i have no opinion on that. however, one of the things *i* like about supcom is the countering between mml > pd2 > arty > pd1 > tank

this would just add an additional complexity when choosing the right tool for the job


Well please keep in mind that V2 is still very much a proof of concept mod and one that's overly ambitious to say the least. What i mean by this is that i really didn't add much in the way of restrictions to allow this to be used under most every combat condition imaginable. (For testing)The reality is that the game engine may not be able to handle the complex manipulation of projectiles in a true multiplayer environment and as such this mod would have to be significantly toned done as a result. Hence getting realistic feedback from players and other modders is a must if folks would like to see this mod evolve into something really useful. At the very least I'd like for this to be added to at least the mobile shields to be used as a semi-offensive shield that's capable of gaining veterancy from the reflected kills. In this version all units and structures with bubble shields can reflect projectiles. The Aeon T3 bot is pretty amazing with this ability!

BTW: Personal Shields don't have this ability and I haven't figured out why yet.


Resin

Statistics: Posted by Resin_Smoker — 13 Jun 2014, 18:57


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2014-06-13T18:47:42+02:00 2014-06-13T18:47:42+02:00 /viewtopic.php?t=7444&p=75279#p75279 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]> Hopefully I can improve WOF and release something both stable and playable on FAF.

Resin

Statistics: Posted by Resin_Smoker — 13 Jun 2014, 18:47


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2014-06-13T15:02:30+02:00 2014-06-13T15:02:30+02:00 /viewtopic.php?t=7444&p=75263#p75263 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
zeroAPM wrote:
Isn't one of the most praised features of Supcom the fact that is not a Rock-Paper-Scissor like Starcraft though?


i have no opinion on that. however, one of the things *i* like about supcom is the countering between mml > pd2 > arty > pd1 > tank

this would just add an additional complexity when choosing the right tool for the job

Statistics: Posted by nine2 — 13 Jun 2014, 15:02


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2014-06-13T13:44:31+02:00 2014-06-13T13:44:31+02:00 /viewtopic.php?t=7444&p=75260#p75260 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
partytime wrote:
Would be interesting tactically if only lazers and beams were reflected. Would increase the scissors, paper, rockness of supcom


Isn't one of the most praised features of Supcom the fact that is not a Rock-Paper-Scissor like Starcraft though?

Statistics: Posted by zeroAPM — 13 Jun 2014, 13:44


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2014-06-13T08:29:25+02:00 2014-06-13T08:29:25+02:00 /viewtopic.php?t=7444&p=75247#p75247 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
partytime wrote:
Would be interesting tactically if only lazers and beams were reflected. Would increase the scissors, paper, rockness of supcom


I'll need to see the order of operations to see if the laser impact takes place first or if the shield impact does. Once thats known i could script something to create a secondary beam extending out at an angle from the shield.

Maybe this weekend if i get some time.

Resin

Statistics: Posted by Resin_Smoker — 13 Jun 2014, 08:29


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2014-06-13T08:13:10+02:00 2014-06-13T08:13:10+02:00 /viewtopic.php?t=7444&p=75244#p75244 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]> Statistics: Posted by nine2 — 13 Jun 2014, 08:13


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2014-06-13T08:08:23+02:00 2014-06-13T08:08:23+02:00 /viewtopic.php?t=7444&p=75242#p75242 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
partytime wrote:
And make a point defense that shoots projectiles with mini reflectorshields attached to the projectiles.

Chaos!


This is possible but the game engine's performance isn't optimized for shields moving at a high rate of speed. Keep in mind that many of the Sim entities update every 4 ticks so you'd see allot of projectiles passing thru the shield only the snap back 400 ms later to impact. This is an issue internal to the game engine as the lua that handle projectiles isn't optimized for that. Hell for that matter what I've done kinda pushes the limits of whats possible.

Statistics: Posted by Resin_Smoker — 13 Jun 2014, 08:08


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2014-06-13T08:05:23+02:00 2014-06-13T08:05:23+02:00 /viewtopic.php?t=7444&p=75240#p75240 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
IceDreamer wrote:
They hit whatever they hit. I'd love to see you get beams working though Resin. I'm put in mind of that scene in Avengers Assemble when Iron Man reflects his laser off Captain America's shield. Would be so cool.


Has been done and i think its possible with this mod with a few technical considerations.

Statistics: Posted by Resin_Smoker — 13 Jun 2014, 08:05


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2014-06-13T08:04:01+02:00 2014-06-13T08:04:01+02:00 /viewtopic.php?t=7444&p=75239#p75239 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
partytime wrote:
That's potentially a massive problem but in the real world, the shields would be taking damage with each reflection so eventually all of those projectiles would suddenly burst through.

And what would they hit? Would they hit their original targets? Or the shield gen itself? Or something else fairly random?

Would be cool to see a gazillion particles all going back and forth and suddenly a shield goes down and EVERYTHING inside of it is insta-destroyed.
But the shield do take damage per each reflection..... this is deliberate.

Per impact the shields take 50% of the projectiles damage. Any projectile falling below 1 damage is simply allowed to impact and expire naturally.

Resin

Statistics: Posted by Resin_Smoker — 13 Jun 2014, 08:04


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2014-06-13T05:31:15+02:00 2014-06-13T05:31:15+02:00 /viewtopic.php?t=7444&p=75235#p75235 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]>
Chaos!

Statistics: Posted by nine2 — 13 Jun 2014, 05:31


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2014-06-13T05:26:19+02:00 2014-06-13T05:26:19+02:00 /viewtopic.php?t=7444&p=75234#p75234 <![CDATA[Re: Reflecting projectiles V2 w/ download on pg 2]]> Statistics: Posted by IceDreamer — 13 Jun 2014, 05:26


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