Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on June 23, 2003, 12:28:20 am

Title: shield subsystem
Post by: Nuke on June 23, 2003, 12:28:20 am
id like to see subsystems for shields generators. taking out a ships shield generator takes out that ships ability to charge its shields.

perhaps a few other subsystems as well, my imagination sucks tonight, so i let you come up with those ideas.
Title: shield subsystem
Post by: Bobboau on June 23, 2003, 01:12:04 am
that's a very good idea, though I'm a bit busy with the decals code right at the moment
Title: shield subsystem
Post by: KARMA on June 23, 2003, 04:20:03 am
i thought it was already possible using sexps, but maybe making it hardcoded could be a good idea
Title: shield subsystem
Post by: Sesquipedalian on June 23, 2003, 06:20:25 pm
Easy to do.  Make a subsystem called "shield generator" or some such thing, and when the subsystem is destroyed, have the shields-off sexp fire.
Title: shield subsystem
Post by: Bobboau on June 23, 2003, 06:27:15 pm
it would also be relitivly heasy to hard wire
Title: shield subsystem
Post by: Phantom on June 24, 2003, 02:40:04 am
Would it be possible to have it so that if the shield subsystem is damaged it takes longer to recharge? For example if the generator is down to 50% it would take twice as long to recharge.
Or would that be too much work for not very much gain?
Title: shield subsystem
Post by: Bobboau on June 24, 2003, 02:42:34 am
would probly be only slightly more dificult, the question would be would you really want it, for gameplay issues.
Title: shield subsystem
Post by: KARMA on June 24, 2003, 04:46:40 am
probably instead of damaged shield gens it could be easyer to share the recharging rate with different shield gens: if a ship has two shield gens and one of em is destroyed the recharge rate is lowered to 50%, if there are 3 gens the rate is lowered to 33% for each gen destroyed, etc etc