Author Topic: The "pierce" flag  (Read 3889 times)

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IIRC, in FSO 3.4 there was a weaons table flag called pierce, that enabled the weapon to pierce shields. I made a weapon that used this flag, and it worked fine, but with newer FSO versions it doesn't, and the FRED2 OGL debug thing says that the flag is invalid. What happened to the pierce flag?:confused:
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Offline Bobboau

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looks like for some reason beond me the name was changed to "pierce shields"
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Offline Carl

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maybe the should change it to "Pierce Brosnan" or maybe "Guy Pierce"
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Offline TopAce

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As far as I know, the flag is actually 'no pierce shields', which is valid for the AAAs.
Or simply set the $Shield factor to 15.0.
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Offline Mav

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A bit confusing, this one. I made a Fighterbeam for v3.5.5 without the 'no pierce shields'-flag, but it didn't pierce shields. Was this one added in later versions, or got I something else wrong? :confused:
Also, the range limit seemed to be only an AI targeting limit. I could kill targets that were 5 or more times the set range away, but the AI only used it within the set range.
And Flak & AAA turrets don't work on player ships with that SCP version (sorry that I'm not up to date with the builds :nervous: ).

Has anything of this been fixed yet?
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-----------------------------------
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Offline Taristin

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:lol:

'no pierce shields' will do just that. Make it so it cannot pierce shields. 'pierce shields' will pierce shields. I'm sorry, but this one is a big 'D'uh"
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Quote
Originally posted by Mav
A bit confusing, this one. I made a Fighterbeam for v3.5.5 [size=10]without[/size] the 'no pierce shields'-flag, but it didn't pierce shields. Was this one added in later versions, or got I something else wrong? :confused:
Also, the range limit seemed to be only an AI targeting limit. I could kill targets that were 5 or more times the set range away, but the AI only used it within the set range.
And Flak & AAA turrets don't work on player ships with that SCP version (sorry that I'm not up to date with the builds :nervous: ).

Has anything of this been fixed yet?
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Offline Taristin

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Ok. So I can't read.
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Offline Sesquipedalian

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I believe there were one or two builds released that had beams not piercing shields by default.  This was later changed back because it threw off play balance.  It sounds like Mav has one of these builds.  A simple update should solve it.
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Offline Mav

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  • location: Shivan fleet - closing in on GTVA space
Uh, ... I am a lil' outdated, I know. ;)
Thanks for the explanation. :)  And if it's any help: As far as I do know it is the official 3.5.5 I was using. [got a newer one over the last days; didn't test it that much yet]
Though actually more disgusting for me was the thing that range restrictions seemed only to apply to the AI - makes things kinda hard to balance if the player has nearly unlimited range. :(
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline TopAce

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Why couldn't FSO keep the FS retail AAA beam handling as a default? Why should it pierce shields at all? If there is something that drops the game balance into the trash can, then this is that.
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Offline Mav

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... to give more freedom to modders???
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline karajorma

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Quote
Originally posted by TopAce
Why couldn't FSO keep the FS retail AAA beam handling as a default? Why should it pierce shields at all? If there is something that drops the game balance into the trash can, then this is that.


You do realise that AAA beams pierce shields In FS2 Retail don't you? The reason they did this is precisely because making beams not pierce shields drops the game balance into the trash can
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Offline TopAce

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Wait ... doesn't 'pierce shields' mean that it neutralizes your shields on the side the beam hits you?
In [V] FreeSpace, the AAA only went throught your shields, it didn't damage it.
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Offline Bobboau

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that's what pierce does
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Offline Trivial Psychic

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Does what, neutralize (deplete fully) or slip through without dammaging the shields at all?
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Pierce Shields (aka vanilla FS2) == goes through shields and does not damage shields


No Pierce Shield ==  Shields will block the beam for the brief blip before they're completely drained

 

Offline Sesquipedalian

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Incidentally, if you want AAA beams to damage shields, rather than pierce them, but want to keep the gameplay balance, make the following changes to your AAA beams:

1) Increase the $Armor Factor from 1.0 to 1.3
2) Increase the $Shield Factor from 1.0 to 3.0

I did the math on this a while ago, and modifying the values this way will cause the beams to kill you as quickly as they do in FS2 retail, while still bringing down shields before damaging your hull.
« Last Edit: March 19, 2004, 04:33:32 pm by 448 »
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Offline Kazan

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and then be unable to play multiplayer because you have hacked tables
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Offline Sesquipedalian

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I've so very glad you mentioned that, because I certainly didn't know that before.  Please, can you tell me what mind-bending, complex procedure I must execute to be able to play multi again?
:rolleyes:
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