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Regeneration delay in shields?

Posted: Sat Mar 26, 2011 10:50 pm
by Marth8880
I've done some digging on here but I cannot seem to find out how to make a unit's shields have a regeneration delay after they are damaged. For instance, in Mass Effect, when your shields are damaged, they don't start regenerating right away; they have to be free from attack for a length of time before regenerating. The same thing happens in Republic Commando.

What would I need do to this unit's script in order to obtain this effect?

Code: Select all

[GameObjectClass]
ClassParent         = "rep_inf_default"


[Properties]

MaxHealth           = 300.0
MaxShield           = 400.0
AddShield           = 4.5

WEAPONSECTION = 1
WeaponName         = "rep_weap_inf_rifle_disruptor"
WeaponAmmo         = 0

WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_rifle_cryo"
WeaponAmmo         = 0

WEAPONSECTION = 3
WeaponName         = "rep_weap_inf_pistol_disruptor"
WeaponAmmo         = 0

WEAPONSECTION = 4
WeaponName         = "rep_weap_inf_thermaldetonator"
WeaponAmmo         = 4
WeaponChannel      = 1

VOUnitType        	= 121

Re: Regeneration delay in shields?

Posted: Sun Mar 27, 2011 12:50 am
by DarthFannel
I think is not possible for units, I tried but there is no AddShieldDelay command or anything, I think is possible with buildings via LUA.

Re: Regeneration delay in shields?

Posted: Sun Mar 27, 2011 12:55 am
by Marth8880
DarthFannel wrote:...I tried but there is no AddShieldDelay command or anything...
I was actually just thinking about that. :lol:

Well I'll just try some stuff in the meantime to see if I can make this work.

Re: Regeneration delay in shields?

Posted: Sun Mar 27, 2011 12:54 pm
by wishihadaname
I tried doing the same thing for my Correlian Resistance map, never could get it to work. Let me know if you find a workaround.