Author Topic: Damage won't go below 70%  (Read 2338 times)

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Offline Grunt

  • 28
Damage won't go below 70%
Hi Everyone !

I've modded a turret in weapons.tbl simply giving it a high damage value. Created a mission for testing. An other ship (invulnerable) is firing at a Sathanas (vulnerable).
The first few (3-4) shots cause some damage to the Sath, but it stops at 70% and won't go lower (firing goes on).

Strange, because it worked with other weapons and higher damage values.

Btw. smaller ships like a Ravana or Moloch go down at the first shots.

Any ideas guys ? :eek:
Just fly on !

 

Offline Galemp

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You sure it's 70% and not 10%? If it's 10%, then all you need to do is add  the "huge" flag to the weapon's table entry.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

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Offline karajorma

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Can`t be that or the moloch and ravana would have the same problem
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Grunt

  • 28
Quote
Originally posted by GalacticEmperor
You sure it's 70% and not 10%? If it's 10%, then all you need to do is add  the "huge" flag to the weapon's table entry.


Sure it's 70%, and the "big ship" and "huge" flags are there.
It seems that the shots after the first 3-4 are ineffective, however I can see and hear the impact.

And it works for a Moloch, but two shots are enough there. The Sath needs more.
:confused:
Just fly on !

 

Offline Grunt

  • 28
And also this 70% is a nice round number, like it was coded somewhere.
Just fly on !

 

Offline Mad Bomber

  • Booooom
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perhaps the "Supercap" flag needs to be on it, check the BFGreen if you don't believe such a flag exists...
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Grunt

  • 28
Quote
Originally posted by Mad Bomber
perhaps the "Supercap" flag needs to be on it, check the BFGreen if you don't believe such a flag exists...


I'm afraid that it means the weapon is only allowed on supercapships, like the "big ship" flag limits to capships only.
The "Huge" flag means that it won't fire on fighters.

The problem is, that I easily destroyed a Sathanas by a similar tweak but using even higher damage values.
Something seems to happen after the fourth shot anyway. :doubt:
Just fly on !

 
did you use the correct sathanas version???
Bah who needeed the Colossus when all we needed was 30 Fenrises

 

Offline Stealth

  • Braiiins...
  • 211
how many 'versions' are there!?

post the .TBL entry here

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
What do you mean "Versions" of the Sath?!?:wtf:

 
woups my mistake it appears the other sath entity was sath debries:o
Bah who needeed the Colossus when all we needed was 30 Fenrises

 

Offline Solatar

  • 211
Yeah, they used that model to make the sensor blips in the last few missions. Where the Sathanas are in front of Capella.

 

Offline Grunt

  • 28
Quote
Originally posted by Mad Bomber
perhaps the "Supercap" flag needs to be on it...


You were right Mad Bomber. That was it. :yes:
It seems that both lasers and beams need it against ships with the flag "supercap" in ships.tbl.

Thank you guys !:nod:
Just fly on !