DarkAnsem Posted March 9, 2016 Share Posted March 9, 2016 I am trying to add a new type of armor, "heavy" armor, because it does not make sense that Sectopod, blast padding and mechs have the same armor. I was thinking of "heavy armor", as armor that cannot be shredded, but can be penetrated/ignored by particular weapons.I wonder what you think it could be a better idea, or more feasible, or both. Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 14, 2016 Author Share Posted March 14, 2016 any help please? Link to comment Share on other sites More sharing options...
davidlallen Posted March 14, 2016 Share Posted March 14, 2016 I can answer this now, because I have implemented an ability for mecs to self-repair armor (not released yet) Armor shred is handled by hard-coding an extra int in GameState_Unit called Shredded (as spotted by lucubration). This is not very clean; it would have been better to add another entry in the eStat enum. If you follow the way the Shredded variable works, you could add another int for that, and track it the same way. But if you add this armor type, then you have to make parallel modifications in at least, some weapons to penetrate it. It sounds a little complicated. Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 14, 2016 Author Share Posted March 14, 2016 Thank you. It is however not too different from what I expected. Basically, a new armor requires a new shred/pierce property, and thus a new set of weapon properties? Link to comment Share on other sites More sharing options...
sgtcal10 Posted March 14, 2016 Share Posted March 14, 2016 yep Link to comment Share on other sites More sharing options...
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