哪个mod有护盾?

我喜欢护盾~

大盾还是小盾?
小盾很多MOD都有
大盾TAWPH,TALON。TAESC这几个有,而且很牛逼,是球形的盾。

hmm…塔普给我捎一份护盾的脚本吧。。。我想看看。

护盾的形式好几种啊,有给别人加护盾,有攻击启动护盾,也有建造某个东西启动护盾。。

#define TA // This is a TA script

#include “sfxtype.h”
#include “exptype.h”

piece base, body, pylon1, pylon2, pylon3, poop, firepoint, stablizer, radiation, s1, s2, circle, boob;

static-var bMoving;

#define SIG_AIM 2
#define SIG_R 4

setSFXoccupy(terrain_type)
{
if(terrain_type == 0)//loaded
{
bMoving=1;
}
if(terrain_type != 0)//loaded
{
bMoving=0;
}
}

// I hate it when it uses that SmokeUnit that uses
// half the named constant but not the other half
SmokeUnit(healthpercent, sleeptime, smoketype)
{
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = SFXTYPE_BLACKSMOKE;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = SFXTYPE_WHITESMOKE;
}
emit-sfx smoketype from body;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}

Pylons()// Remember, TA cobs machine goes insane when too many scripts are running at once.
{
dont-cache pylon1;
dont-cache pylon2;
dont-cache pylon3;
while(1)
{
move pylon1 to y-axis [0] speed [5];
move pylon3 to y-axis [-4.366815] speed [20];
sleep 250;
move pylon2 to y-axis [0] speed [5];
sleep 250;
move pylon3 to y-axis [0] speed [5];
sleep 250;
sleep 250;
sleep 250;
sleep 250;
move pylon1 to y-axis [-4.366815] speed [20];
sleep 250;
move pylon2 to y-axis [-4.366815] speed [20];
sleep 250;
}
}

#define SLOPE_SENSOR1 s1
#define SLOPE_SENSOR2 s2
#define STABLE_PLATE stablizer

Rad()
{
while(1)
{
turn circle to y-axis get XZ_ATAN(-419) - <0> now;
turn STABLE_PLATE to x-axis 0 now;
turn STABLE_PLATE to z-axis 0 now;
move SLOPE_SENSOR1 to x-axis 0 - [600] now;
move SLOPE_SENSOR2 to x-axis [600] now;
turn STABLE_PLATE to z-axis get ATAN(get PIECE_Y(SLOPE_SENSOR1) - get PIECE_Y(SLOPE_SENSOR2),get XZ_HYPOT(get PIECE_XZ(SLOPE_SENSOR1) - get PIECE_XZ(SLOPE_SENSOR2))) now;
move SLOPE_SENSOR1 to x-axis 0 now;
move SLOPE_SENSOR2 to x-axis 0 now;
move SLOPE_SENSOR1 to z-axis [600] now;
move SLOPE_SENSOR2 to z-axis 0 - [600] now;
turn STABLE_PLATE to x-axis get ATAN(get PIECE_Y(SLOPE_SENSOR1) - get PIECE_Y(SLOPE_SENSOR2),get XZ_HYPOT(get PIECE_XZ(SLOPE_SENSOR1) - get PIECE_XZ(SLOPE_SENSOR2))) now;
move SLOPE_SENSOR1 to z-axis 0 now;
move SLOPE_SENSOR2 to z-axis 0 now;
sleep 1;
}
}

StartMoving()
{
bMoving=1;
}

StopMoving()
{
bMoving=0;
}

Create()
{
move circle to y-axis [20] now;
hide radiation;
dont-cache radiation;
hide circle;
dont-cache circle;
hide boob;
dont-cache boob;
bMoving=0;
while(get BUILD_PERCENT_LEFT)
{
sleep 1000;
}
start-script Rad();
start-script Pylons();
}

Restore()
{
signal SIG_R;
set-signal-mask SIG_R;
sleep 200;
stop-spin radiation around y-axis;
hide radiation;
stop-spin boob around y-axis;
hide boob;
hide circle;
}

AimPrimary()
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
while(bMoving)
{
sleep 5000;
}
return(1);
}

FirePrimary()
{
spin radiation around y-axis speed <10>;
show radiation;
spin boob around y-axis speed <-30>;
show boob;
show circle;
start-script restore();
}

QueryPrimary(p)
{
p = firepoint;
}

AimFromPrimary(p)
{
p = base;
}

Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode base type BITMAPONLY | BITMAP1;
explode pylon1 type SHATTER | EXPLODE_ON_HIT | BITMAP2;
explode pylon2 type SHATTER | EXPLODE_ON_HIT | BITMAP3;
explode pylon1 type BITMAPONLY | BITMAP3;
explode pylon3 type SHATTER | EXPLODE_ON_HIT | BITMAP4;
explode poop type SHATTER | EXPLODE_ON_HIT | BITMAP5;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode base type BITMAPONLY | BITMAP1;
explode pylon1 type SHATTER | EXPLODE_ON_HIT | BITMAP2;
explode pylon2 type SHATTER | EXPLODE_ON_HIT | BITMAP3;
explode pylon1 type BITMAPONLY | BITMAP3;
explode pylon3 type SHATTER | EXPLODE_ON_HIT | BITMAP4;
explode poop type SHATTER | EXPLODE_ON_HIT | BITMAP5;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode base type BITMAPONLY | BITMAP1;
explode pylon1 type SHATTER | EXPLODE_ON_HIT | BITMAP2;
explode pylon2 type SHATTER | EXPLODE_ON_HIT | BITMAP3;
explode pylon1 type BITMAPONLY | BITMAP3;
explode pylon3 type SHATTER | EXPLODE_ON_HIT | BITMAP4;
explode poop type SHATTER | EXPLODE_ON_HIT | BITMAP5;
return (0);
}
corpsetype = 3;
explode base type BITMAPONLY | BITMAP1;
explode pylon1 type SHATTER | EXPLODE_ON_HIT | BITMAP2;
explode pylon2 type SHATTER | EXPLODE_ON_HIT | BITMAP3;
explode pylon1 type BITMAPONLY | BITMAP3;
explode pylon3 type SHATTER | EXPLODE_ON_HIT | BITMAP4;
explode poop type SHATTER | EXPLODE_ON_HIT | BITMAP5;
return (0);
}

这个是TALON的T3护盾发生车,选择攻击之后会原地不动产生一个护盾,球状的

好奇怪。。。这脚本里似乎没有任何涉及到护盾的东西。。。怪。。。

武器
[CORdecimator] // Made after the DEFOLIATOR_MISSILE_LITE by MacCraig
{
ID=103;
name=Fire;
rendertype=2;
lineofsight=1;
turret=1;

range=30000;
reloadtime=0.01;
weaponvelocity=0;
areaofeffect=281;

weapontimer=0;

burnblow=1; 
	
tolerance=0;
pitchtolerance=0;
	
firestarter=0;
smokedelay=.1;
selfprop=1;
smoketrail=0;
endsmoke=0;

interceptor=1;

paralyzer=1;

noradar=1;

waterweapon=1;

[DAMAGE]
	{
	}
}

int…inte…inter…interce…intercept…interceptor…interceptor=1…
难道。。。

interceptor
:6_315:TA设计教程里面没有这个的解析

哈哈,去TAU兜了一圈回来,基本明白原理了。。。那个AreaOfEffect果然就是清除武器的范围。。。

这个脚本要不要调用外部函数?

http://www.tauniverse.com/forum/showthread.php?t=39912&highlight=Shield
为什么我的taesc里面没有护盾的建筑物……

FYI, the only shields that work for multiplayer are the TA:ESC shields which are not out yet.

类似的问题我似乎在哪里看到过。。。好像多人游戏的时候,有的脚本要考虑同步问题?
具体不清楚问题的原因是什么。

你们探讨的问题好深奥哦~~~~~~~~~~~~~~~~~

TA merge里的Talon似乎没有护盾?

试验了一下,这个护盾有一个缺点,就是身处其中的所有单位都等于受到了攻击,所以会常常响起受到攻击的警报,而且小地图上代表单位的小点也会一直处于闪烁状态。

最搞笑的是,像导弹发射车一类受到攻击时会抖动的单位,一走进护盾范围内,就会抽风似的抖个不停……

或许正式版的TA:ESC会改进这些问题?

编辑:

原来把Weapon代码中的[Damage]一项整个删除就能解决以上问题,没想到那么简单……

不过这种护盾有几个致命的缺陷。

1、一旦敌方走入护盾范围里,双方就谁也打不到谁了。陆军还好说,但攻击机就很讨厌了,任千军万马,也只能眼睁睁看着它宣泄火力(虽然啥都打不到就是了)。

2、误伤问题。一些发射爆炸性弹药的兵种,在护盾内会很痛快地自灭。尤其是3级的火箭车,火箭一出炮口就爆炸,不仅炸自己,还炸周围的单位。起因可能只是一架侦察机飞过而已。由于这个原因,core的攻击机也会在护盾内自灭,不过arm的攻击机就不会了。

还有发射穿透性弹药的兵种,如4级大老k的激光,即使瞄准的是飞行单位,也会对陆地上途经的单位造成伤害。举个例子,大老k想用激光消灭一架在护盾内盘旋的攻击机。它和攻击机之间隔着一座飞机场。如果没有护盾,飞机场不会被击中,但一旦开启了护盾,飞机场立刻被大老k误伤,灰飞烟灭。

http://tauniverse.com/forum/showthread.php?p=643033#post643033

这个帖子里的护盾看上去好看,原理也是完全一样的,同样存在上述的缺陷。(编辑:搞错了,shield genarator的武器的作用好像只是用来在小地图上显示范围而已,看来原理是不同的)

不知道除了这种“看上去很美”的护盾,还有没有其他的实现护盾的方式?

不清楚护盾的原理,老外现在做的护盾是球形的,技术非常复杂。如果是做方形的护盾我想会简单得多。