Possible explosion issues
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Some more torpedoes l8r:
It seems to be save, if the weapon explosions have no
a) negative energy_damage
b) weapon_typeHow about a plugin or a hack to make that possible
and maybe also energy_damage @ the solar mines? -
thats one thing ive noticed no ones done work on energy or shields so wee have no control on energy and limited on shields
full control on hull though eg
pub::SpaceObj::DrainShields <– limited control
pub::SpaceObj::SetRelativeHealth <-- full controlso not possible with a hook yet
i did make a plugin ages ago that over rides wep damage and drops the shield or if you want just leaves the shield and destroys the hull
that was just using the above setings -
you can buypass the shields alltoghther and directly damage the hull if thats what you mean
here the test plugin i made it was never released
http://sourceforge.net/projects/kosacid/files/Concepts/Wepcontr_2.0.0_Plugin.zip/download -
kosacid wrote:
you can buypass the shields alltoghther and directly damage the hull if thats what you meanhere the test plugin i made it was never released
http://sourceforge.net/projects/kosacid/files/Concepts/Wepcontr_2.0.0_Plugin.zip/downloadThis looks very promising, so it will allow a completely
new series of weapons.
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Fully functional Repair Turret at first
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Vital wrote:
So is there a way to make hull damaged when the explosion delivers more damage than shield capacity??I’ve noticed at vanilla capital NPCs that rapid fire broke the hull faster than shield, but maybe by killing subtargets
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Talking about the fire here…
If a gun has a refire rate with a floating number(say, 0.333333333333333333333333333…), it will have some delay in refiring, about 10 percent. So you’ll have to shoot 10 percent longer to kill your target. What is chaingun plugin BTW?? -
Better a plugin, which will disable equipment parts for a certain percentage or/and certain time.
Like
- reduce speed about 25%
- disable thruster for 10 seconds
- disable cloak / uncloak ship
- reduce power output 10% for 10 seconds
- ….