Ambrosia Garden Archive
    • Fuel for Shields


      Okay, I'm pretty shure I know how to do this, but I still want to get opinions...
      I want to make an outfit that regenerates shields by burning fuel. As I understand it, I could make a weapon with negative damage that blows up instantly and drains fuel. That should bring up shields.
      ...right?

      ------------------
      "I don't get involved in politics. My IQ is too high."

    • Quote

      Originally posted by VootGoo:
      **Okay, I'm pretty shure I know how to do this, but I still want to get opinions...
      I want to make an outfit that regenerates shields by burning fuel. As I understand it, I could make a weapon with negative damage that blows up instantly and drains fuel. That should bring up shields.
      ...right?
      **

      Theoretically, yes. You could give it the Guidance number 5 (free fall bomb). Give it whatever you want for damage (lets say -10 shield, -0 armor). Then set the ammo usage to -1000 or whatever it is to use fuel. I can't remember what it was. Give it a large ProxRadius (30000 is good) so it will blow up when it sees just about anything (large enough for it to detonate if it sees 1 asteriod anywhere in the entire system. Not your screen, the system. The system has walls. Just fly in 1 direction for about 5 minutes, and you'll see). It will also detect ships. Set the Blast Radius to 10 so it will only get your ship. This method is the only way to do it I believe. It won't work if there aren't any asteriods or ships in the system, but hey, chances are you're going to use it during combat, and that means other ships in the system.
      -Dave

      ------------------
      --
      "Do or do not. There is no try."
      -Yoda

    • Uhm, no. Negative damage weapons don't work. Sorry.

      ------------------
      -Shade

      "Americans want their cheese dead."
      -NY Times Magazine

      "Some people call magazines mags, some call 'em zines, so I just call them gazs."

      (url="http://"http://www.theonion.com")The Onion, America's finest news source(/url)

    • Thats why its theoretical, anyway you could also use a new feature in 1.02 the flak flag. So you could set its time to 1 and blast radius to like 1 and proximity radius to 0, and speed 0 so it doesn't go anywhere, and with the flag set it blows up at the end of the time, which is really short, only 1.

      You could also make it like shield saver pods, fire once at it raises your shield 100 points 😉

      Now that would be cool.

      Chamrin

    • EVO 1.0.2 has, I believe, secondary effects for outfits; Matt Burch has stated that this includes fuel drainage. So you could make a simple shield regen outfit that had the secondary effect of draining fuel. What I don't know is how to make it work only when you want it to.

      ------------------
      God. Root. What is difference?
      -Pitr

      AIM: obormot345

    • Quote

      Originally posted by Chamrin:
      Thats why its theoretical, anyway you could also use a new feature in 1.02 the flak flag.
      Chamrin

      I am not sure how the flak flag works in EV 1.0.8 (EVO is just a scenario, never again will I call the engine "1.0.2.")

      but its pretty easy to make flak in EVO currently. I am going to upload a simple plug I made which adds flak turrets to EVO. Of course, making that plug was rather pointless, with EV 1.0.8 coming out, but its one of those "To see if I could" challenges. Check for it in the EVO add-ons soon...damn screwed java/cgi/whatever script that doesn't work...grumble...grumble.
      -Dave

      ------------------
      --
      "Do or do not. There is no try."
      -Yoda