Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on August 03, 2009, 09:25:26 am
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Here is the nightly for Windows on 03 Aug 2009 - Revision 5506
fso-WIN-20090803_r5506.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090803_r5506.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20090803_r5506.md5)
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r5503 | portej05 | 2009-08-02 01:32:38 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/cutscene/cutscenes.cpp
Fix crash when no cutscenes are defined (NULL pointer dereference through vector [] overload)
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r5504 | portej05 | 2009-08-02 04:22:40 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/globalincs/mspdb_callstack.cpp
Fix for pdb debugging not showing the symbols on subsequent warnings.
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r5505 | Wanderer | 2009-08-02 07:20:36 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/shipfx.cpp
fix to allow live debris from static subsystems
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r5506 | Wanderer | 2009-08-02 07:56:26 -0500 (Sun, 02 Aug 2009) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
M /trunk/fs2_open/code/ship/ship.h
M /trunk/fs2_open/code/ship/shiphit.cpp
Fix for the 'carry-no-damage' subsystem flag, feature commit of shield armor types and shield armor type based piercing percentage setting.
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feature commit of shield armor types and shield armor type based piercing percentage setting.
Can you provide some examples of what should I put into armor, ships and weapons tables to make it work?
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arm-shp.tbm
#Ship Classes
$Name: GTB Ursa
+nocreate
$Shield Armor Type: Holey
$Name: GTB Medusa
+nocreate
$Shield Armor Type: Ubershield
#End
arm-wep.tbm
#Primary Weapons
$Name: Subach HL-7
+nocreate
$Damage Type: Laser
$Name: Prometheus S
+nocreate
$Damage Type: Kinetic
#End
armor.tbl
#Armor Type
$Name: Holey
$Damage Type: Laser
+Calculation: Multiplicative
+Value: 0.75
+Shield Piercing Percentage: 0.85
$Damage Type: Kinetic
+Calculation: Multiplicative
+Value: 1.33
+Shield Piercing Percentage: 0.85
#End
#Armor Type
$Name: Ubershield
$Damage Type: Laser
+Calculation: Multiplicative
+Value: 0.01
+Shield Piercing Percentage: 0.00
$Damage Type: Kinetic
+Calculation: Multiplicative
+Value: 2
#End
ALL calculations for against that specific damage type have to be defined BEFORE the shield piercing percentage is defined - if it is defined at all
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Does it also works with standard weapons with "Pierce shields" flag, or just for beams?
EDIT: Nevermind, I found it myself.
Thanks for explaination.