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solars and friendly fire

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12 years ago
I was playing hard chicken eggs w/ an ally, and we were both using outlaws for defence. Every time the chickens came, our solar power plants closed up due to friendly fire from the outlaw's AOE. It was impossible to have any decent energy production, and we quickly lost.

I think the solar plants should ignore this zero-damage "friendly fire" AOE... otherwise outlaws become a nuisance. Is this a bug, an oversight, or a feature?
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12 years ago
Hello fellow Penguin!

I guess that's just something developers forgot. But I am not an developer, I just tought I'd say hi since you're a penguin too.
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12 years ago
Hrrm, thats an old one but I've never realised. That is probably because it prevents friendly damage by adding back any HP it removes?
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12 years ago
Ignore Sak, he doesn't know about gadgets. This is strange engine behaviour that causes 0 damage weapons to trigger solar closing.
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12 years ago
In the solars script:

function script.HitByWeapon(x, z, weaponDefID, damage)
if not bomberWeaponDefs[weaponDefID] then
StartThread(DefensiveManeuver)

Perhaps we can add if damage > 1?

Also why does it ignore hits from bombers when it doesnt have the HP to survive a single bomb? And why does the solar become armoued at the start of its animation (daddy?)?
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12 years ago
In OTA you could damage the nanoframe and the solar would turn on and give you energy. You can't do that in ZK.

The solar in ZK seems to take full damage when being built though.
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12 years ago
All armoured units do (or should) build unarmoured. Its a graphical problem that the solar panel starts closed, it probably shouldn't.
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12 years ago
"not bomberWeaponDefs[weaponDefID]"

Read what that does. bomberWeaponDefs is not intrinsic to spring and must have been defined somewhere.
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12 years ago
Yeah, this is me assuming that corshad_shield_check does what it says on the tin.
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12 years ago
corshad_shield_check is an invisible, 0 damage missile that Shadows shoot at their target as they are coming into rage. If the missile hits a shield and the bomber is set to auto-dive it will reduce it's height to duck under the shield. The check is there because a 0 damage weapon would still poke solars.
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