Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Wanderer on February 25, 2007, 04:05:14 pm

Title: Shield recharge rates
Post by: Wanderer on February 25, 2007, 04:05:14 pm
Would it be possible to get adjustable shield recharge rate? Quite like subsys and armor repair rates currently are. As now only way that i know how to control shield recharging is to set the 'power output' to zero as that seems to disable all repair functions.
Title: Re: Shield recharge rates
Post by: TrashMan on February 25, 2007, 06:14:05 pm
Bob made a build that specifies hte power output (makes hte Power Outpur line in ships.tbl actually do something) :D

But you'll have to wait for 3.7.0. for that methinks
Title: Re: Shield recharge rates
Post by: Wanderer on February 26, 2007, 09:10:59 am
Well i was thinking something in line with current $Hull Repair Rate: and $Subsystem Repair Rate:
Title: Re: Shield recharge rates
Post by: TrashMan on February 26, 2007, 04:21:00 pm
He made a build where you just add a _ (turning Power Output: into Power_Output: ) and then the number behind will be take into account (currently tehy al lhave a default value).

that build didn't work for me, but I hope in 3.7.0. everything will work...
Title: Re: Shield recharge rates
Post by: Backslash on February 26, 2007, 08:41:47 pm
It's just been implemented!

$Shield Regeneration Rate and $Weapon Regeneration Rate (http://ml.warpcore.org/pipermail/fs2source-dev/2007-February/001894.html) :yes:

Sure the note says 'for WCS' but everyone can use these new table values.  Thanks Goober and MikeStar :)
Title: Re: Shield recharge rates
Post by: Wanderer on February 27, 2007, 07:40:21 am
 :eek2: wow.. 

Yay!  :yes:
Title: Re: Shield recharge rates
Post by: Starman01 on February 27, 2007, 11:00:42 am
:eek2: wow.. 

Yay!  :yes:

What he said :)   

Thanks a lot for adding this  :yes:
Title: Re: Shield recharge rates
Post by: TrashMan on February 28, 2007, 02:57:43 pm
This means you can make wierd things.. ships with a weak reactor having insane weapon re-charge rates...

Shouldn't this be just tied with reactor output?
Title: Re: Shield recharge rates
Post by: Tolwyn on February 28, 2007, 03:44:41 pm
This means you can make wierd things.. ships with a weak reactor having insane weapon re-charge rates...

Shouldn't this be just tied with reactor output?

why would you want to do that? I, for one, would like to have full control over power output.
Title: Re: Shield recharge rates
Post by: karajorma on February 28, 2007, 04:10:46 pm
This means you can make wierd things.. ships with a weak reactor having insane weapon re-charge rates...

Then don't do that.

If we took out every feature in the game which can be stupidly abused we wouldn't have any left. :p