Here is another video to show how extreme this can get.
https://www.youtube.com/watch?v=v0w_H1yUU60&feature=youtu.be
Forged Alliance Forever Forums
FIXED1) Projectiles can sometimes pass through a shield before being reflected. This is due to the projectile speed being faster than the impact can be detected. This is totally due to the way the game engine handles impact events. Now I've a few ideas on how to resolve this but as I said it's not a project for a casual scripter. However for those brave enough to give it a try here it is....
FIXED2) Shield OnCollision event for some unknown reason can't be non-destructively hook'd and I've not been able to figure out why. In a nut-shell I'm unable to call "oldShield.OnCollisionCheck(self,other)" and run the old version of shield.lua to enable proper hooking. Even importing the "shield" class indirectly doesn't work.
FIXED3) Creating impact effects appears to be a major issue as the Vector data needed for the correct placement of the effects is incorrect in some way. Even using the native CreateImpactEffect within shield.lua didnt work.
partytime wrote:That's insane and very cool.
How long do projectiles live for if they get reflected many times?
Does it reflect strat bombs?
But the shield do take damage per each reflection..... this is deliberate.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.
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.
partytime wrote:And make a point defense that shoots projectiles with mini reflectorshields attached to the projectiles.
Chaos!
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