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Author Topic: Repair kits fixing criticals  (Read 2725 times)
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Eternal Offline
EIR Veteran
Posts: 70


« on: April 08, 2010, 12:29:43 pm »

More than once I've experienced repair kits not fixing a damaged engine, as it does not give the vehicle back its full health.

In my opinion a repair kit should always fix all criticals on a vehicle, and one that doesn't is just a waste of muni. I don't know if it is possible to code a kit to always fix criticals? Not necessarily first, but just fixing at some point. Making sure that a kit gives back 100% hp would fix this I think? (my knowledge of CoH mechanics is very limited)

For some reason this mostly happens to pumas in my experience. If a replay is necessary I will save one the next time this occurs.
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Unkn0wn Offline
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Posts: 18379


« Reply #1 on: April 08, 2010, 12:31:28 pm »

It's not easy to do codewise, but yea they should of course.
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Leafedge Offline
EIR Veteran
Posts: 270


« Reply #2 on: April 08, 2010, 01:29:02 pm »

What if you just gave the repair kit enough repairing power to heal the vehicle to full health quite quickly, then had it remain disabled for a time? Kind of like exhaustion after a Fire Up? Then it would still be disabled for as long as you wanted it to be, and it will get its full repair. Just a thought.
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LeoPhone Offline
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« Reply #3 on: April 08, 2010, 01:30:52 pm »

that would be gay, you have almost killed a tank, and then it quicly pops repair and is back to full health
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VERTIGGO Offline
EIR Veteran
Posts: 392



« Reply #4 on: April 12, 2010, 11:48:35 am »

No, he included an extended disable period, the real issue is that when a tank is repairing, it can take damage which will be subsequently repaired as long as the timer allows. However, if someone decided to repair a partially damaged tank, it could be ambushed just after the full repair, and every shot would count because it had already used up its "repairing status"; it wouldn't continue repairing the damage it was receiving.

I do agree that repairs are severely lacking, it seems that a repair kit only gives ~60% health back, and the engine is always the last crit to revert. It definitely needs to be looked at. Personally I think if you're speculating that much mun on your ability to retrieve a badly damaged tank from the fight, you should be able to repair it to full health.
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TOV units = intentionally OP marketing gimmicks
Unkn0wn Offline
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Posts: 18379


« Reply #5 on: April 12, 2010, 12:09:50 pm »

We'll be improving the repair system in a future patch.
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arsonist123 Offline
EIR Veteran
Posts: 145


« Reply #6 on: April 12, 2010, 06:37:46 pm »

Good solution would be for a repair kit to have a sort of function which maybe we can call it - Engine replacement? like a sort of thing where you buy for +5 extra munitions and can Turn your yellow into a green Smiley? simply replace the engine !

idk if thats what you guys were trying to say??? or if its even codeable.. just a suggestion.
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Ahnungsloser Offline
Donator
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Posts: 1447



« Reply #7 on: January 29, 2012, 05:58:55 am »

I lookes through the files WW2/Scar/command.scar, WW2/Scar/groupcallers.scar and WW2/Scar/modifier.scar and the Scar Documentation website.

I could find a function definition called:
Quote
--? @shortdesc Applies critical hit to entity/squad/sgroup/egroup
--? @extdesc Critical id is the critical hit to apply
--? @extdesc Damage id is which damage bucket to put the critical in (green, yellow, or red)
--? @extdesc Player id doesn't have to be the owner as the applied entities but need to make sure the player is still alive
--? @args PlayerID playerid, SGroupID/EGroupID/Squad/Entity target, CriticalID criticalid, DamageID damageid
--? @result Void
function Cmd_CriticalHit( player, target, criticalbp, damagebp )

Which applies a critical hit to a egroup or sgroup. This function contains a subfunction called
Quote
Command_PlayerEntityCriticalHit and Command_PlayerSquadCriticalHit

and the scar documentation website says its located at
Quote
[DLL, from file /Cross/WW2Mod/Simulation/LuaLibs/LuaCommand.cpp]

Is it able to have a deeper look into this file because i want to know
what these sub routines really doing.
Maybe it's possible to write a Remove_CriticalHit function or a overwrite function which converts a
red/yellow damaged engine critical into a green damaged engine ciritical.

A total remove would be unbalanced but a green damaged engine could be a good deal.*Just my thoughts*
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9th Armoured Engineers
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