Damage bleedtrhough for a single weapon

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on August 30th, 2019, 4:51 pm
I'm trying to create a single weapon with the ability to deal some damage to the hull even when shields are up. So if the weapon has a damagebase of 100 for example, it would deal 90 damage to the shields and 10 damage directly to the hull (or subsystem as well if possible).
I'm not sure if the game even supports something like this. Sure I can play around in the RTS_CFG with the SHIELD_DAMAGE_PROTECTION entry, but that would affect every weapon. Then I would have to find a way to prevent every OTHER weapon to deal bleedtrhough damage. Which would be also fine by me, if it's doable.

Anyone has any ideas?
posted on August 31st, 2019, 6:31 pm
It could be split up into 2 weapons, having identical cooldowns, with the first weapon being visible and dealing the regular damage while the second, invisible weapon deals the direct hull damage.
In Fleet Ops, the Nova, Dominion Phaser Sentries, and others have a similar system for the EPS passive's extra damage to shields, the only difference being that the extra damage is dealt to shields, rather than the hull, but a hull version should be similarly doable.

Note that it only works if the weapon doesn't have a miss chance and doesn't choose random targets, since they both need to hit the same target at the same time, every time.

Who is online

Users browsing this forum: No registered users and 1 guest