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Hera Question (Healing Weapon)

#1 User is offline   Dave L 

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Posted 05 July 2000 - 11:53 AM

I am working on a pack of net levels, and I can't seem to get this healing weapon of mine to work. It acts like a energy pulse, except it increases energy AND health. I have three questions:

1. How do I get the bloody thing to work on friendlies? It only works on the enemy, and we wouldn't want that.

2. Is there a quick and easy way to make the shield pulse be launched at a really fast speed so it gets away from the Repair Ship? If it doesn't, I suspect it will try to heal the Repair ship. (Quick in easy = easier than creating an object that fires something like a Fullerene Pulse, and creates the shield pulse on death).

3. This is probably impossible...but is there anyway to make a repair ships fire the things when friendlies are around? With the AI, they just fire when enemies show up (which is what they are suppose to do, but not want I WANT them to do).

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

#2 User is offline   Cotton Moose 

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Posted 05 July 2000 - 10:27 PM

None of that's possible. Only objects of different players can collide and have collision effects. In order to have what you described, it would have to be possible to have a weapon that creates an object that doesn't belong to the player that created it. That is not possible.

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#3 User is offline   Admiral Devo 

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Posted 06 July 2000 - 07:46 AM

Without sounding like I know the first thing about making brand new objects in hera, couldn't you have a sort of flak drone thing that belongs to a third player next to each players base. Then when the healing thingie fires it belongs to a third player and so will heal you and the other player. Obviously this would only work in net scenarios, but it might just work. Then again it might just not.

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"A person needs change. Without change something within us sleeps and seldom awakens. The sleeper must awaken." -Duke Leto Atreides (Dune)

[This message has been edited by Admiral Devo (edited 07-06-2000).]

#4 User is offline   The Anon 

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Posted 06 July 2000 - 12:28 PM

There is a way I have thought of the same thing.

a) you can make the beam/whatever die and release energy on death

:P you can set the y co-ordinatem of the weapon to way of the ship sprite
but that ain't required if you make a beam/whatever that dies after it expires and releases energy on death, you might wan't it to release all it's energy, say like 100 units. What u do is that you give the weapon 100 energy and make new action "release energy" [after death] and make it at 100% rate.

c) you can make the weapon beam change it's side to hostile at certain range (hard but it can be done) I am working on that too.

Not done that yet as there was a bug on the test version so I am working on that.

There is a bug though: you can overcharge shields with a weapon that does negative damage.

Things I ve done:
Changed races (you can play sals auds whatever) that was the first thing I did so don't even think that I have stolen someones idea.
A zerbilite that can take over ships Posted Image
Some secrets that I won't tell yet Posted Image

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Strange… just a moment ago I was flying through a dense asteroid field… but now I feel quite cold… And just what happened to my
H-Cruiser?!?

#5 User is offline   Dave L 

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Posted 06 July 2000 - 03:56 PM

I'm just creating a net level pack that requires a bit more strategy then the current net level add-ons. Such as:

Races will have different strengths and weaknesses. One race may have repair ships, another will build things much quicker, etc.

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

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