Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: T-Man on November 28, 2010, 05:37:44 pm

Title: Is this possible; different armour for different ship segments?
Post by: T-Man on November 28, 2010, 05:37:44 pm
Would it be possible to have ships where more or less damage is done depending on where you hit it (so different armour types or a multiplier)? Thought it might be cool for having ships with weak spots (so for example a seige vessel with a heavily armoured prow, but with weaker flanks and rear).

Don't know how implimentable it is but just thought i'd post it up.
Title: Re: Is this possible; different armour for different ship segments?
Post by: Dragon on November 28, 2010, 05:41:00 pm
Subsystem armor and a lot of subsystems.
Title: Re: Is this possible; different armour for different ship segments?
Post by: Nuke on November 29, 2010, 11:03:32 am
well every subsystem can have its own damage type. you could several destructible armor plates all over the ship as subsystems, and give them different damage for example.
Title: Re: Is this possible; different armour for different ship segments?
Post by: Spoon on November 29, 2010, 03:04:59 pm
well every subsystem can have its own damage type. you could several destructible armor plates all over the ship as subsystems, and give them different damage for example.
Doesn't work, I tried.
Title: Re: Is this possible; different armour for different ship segments?
Post by: Dragon on November 29, 2010, 03:45:49 pm
Ah, and you need "carry no damage" flag for plates to work at all.
Though non-submodel subsystems should work with damage and armor types.
Title: Re: Is this possible; different armour for different ship segments?
Post by: bigchunk1 on November 29, 2010, 04:13:29 pm
Well I know i'm not the one you should go to for this, but I think you can do it in FRED.

Yeah you can.

It's not perfect because it does not handle multiple attackers well and if you want to move the ship around you have to find a way to move the reference points... well anyways I hope it sparks some kind of idea.

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