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Generalize Projectile behavior for `DamageToShields`

Open lL1l1 opened this issue 1 year ago • 1 comments

Description of the proposed changes

Fixes "New shield disruptor does not damage personal shields" (Discord). Fixes Absolver damaging shields that are down, which makes no sense and prevents them from recharging.

Testing done on the proposed changes

Shoot both Pulsar and Absolver at Harbinger (personal shield), and ED5 (static shield). They should take increased damage until the shield goes down.

Checklist

  • [ ] Changes are annotated, including comments where useful
  • [ ] Changes are documented in the changelog for the next game version

lL1l1 avatar Apr 22 '24 09:04 lL1l1

Fixes Absolver damaging shields that are down, which makes no sense and prevents them from recharging.

I'm not sure if this is a bug; I noticed it years ago too and back then it was coined a feature. I'm not able to retrieve the conversation about it however; it is somewhere in Discord 😃

Garanas avatar May 01 '24 06:05 Garanas

@Garanas What do you think is the best way to implement this? It doesn't feel right to apply it to every single weapon/projectile, so I was thinking of making it a weapon type + projectile type, a weapon type that modifies the projectile's script, or a component version of the two options.

lL1l1 avatar May 23 '24 06:05 lL1l1