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 Ablative Armor(+ Heat Absorbing armor) 
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Joined: Fri Mar 13, 2009 2:31 am
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Post Re: Ablative Armor(+ Heat Absorbing armor)
411570N3 wrote:
But anyway, you could just have the ablative armour be easily gibbed attachables that slow down particles in a small radius on gibbing; lasers tend to be a veritable stream of particles and will hence be only minimally affected by the ablative armour.


Or... If you don't want to make 100 attachables you could make this ini and just have the entry wound* of the armor give off a few brown specks (pixels moparticles idk) and after say 20 rounds the armor gibs... It would look uglier than a nice pretty attachable suit but It would be a lot easier to make 1 attachable armor than 100 attachable pieces (not to mention you don't have to use lua... which can does lag some)

* You could even make the entry wounds the color of the unit's under armor/skin/whatever you want

Alternatively you could use this idea:

Same with the entry wounds but have about 4 suits of armor on top of one another and have them each gib after 5 shots... however make each one cover a little less of the actor (so it looks like its chipping away)


Sun Oct 25, 2009 10:14 pm
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Post Re: Ablative Armor(+ Heat Absorbing armor)
I just found it very funny, sorry, Metal.


Sun Oct 25, 2009 10:15 pm
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Post Re: Ablative Armor(+ Heat Absorbing armor)
what I said above would work ... right?


Sun Oct 25, 2009 11:06 pm
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Post Re: Ablative Armor(+ Heat Absorbing armor)
Zev, I'm a bit confused about how your idea would make bullets do less damage than lasers?


Is there someway for lua to multiply the amount of damage being done by the frequency of impacts?


Mon Oct 26, 2009 3:49 am
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Post Re: Ablative Armor(+ Heat Absorbing armor)
ZevN47 wrote:
100 attachables you could make this ini and just have the entry wound* of the armor give off a few brown specks (pixels moparticles idk) and after say 20 rounds the armor gibs... It would look uglier than a nice pretty attachable suit but It would be a lot easier to make 1 attachable armor than 100 attachable pieces (not to mention you don't have to use lua... which can does lag some)
This only needs one attachable.
It only works once.
Otherwise it's just quickly disintegrating armour, not armour that is more effective against bullets than directed energy weapons.
ZevN47 wrote:
* You could even make the entry wounds the color of the unit's under armor/skin/whatever you want
Or you could just have them transparent, sounds a lot easier to me.
ZevN47 wrote:
Same with the entry wounds but have about 4 suits of armor on top of one another and have them each gib after 5 shots... however make each one cover a little less of the actor (so it looks like its chipping away)
This has absolutely nothing to do with ablative or heat absorbing armour.

Anyway, instead of having the attachable gib on the first bullet, it can instead have a low GibWoundLimit and have the entry wound emit a single particle that does the slow-down as well as possibly some armour chips. When we get Lua on attachables(/use sparkle mage level Lua) we should also be able to change the sprite to indicate wear.
Rawtoast wrote:
Is there someway for lua to multiply the amount of damage being done by the frequency of impacts?
You could have a script that checks the amount of wounds once per frame, taking away additional amounts from the GibWoundLimit when the GibWoundLimit is subtracted from consecutively within a time limit by an outside source.


Last edited by 411570N3 on Mon Oct 26, 2009 8:32 am, edited 1 time in total.



Mon Oct 26, 2009 7:11 am
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Post Re: Ablative Armor(+ Heat Absorbing armor)
Except you can't check wounds or change gib impulse/wound limit.


Mon Oct 26, 2009 7:56 am
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