The facing system for the Star Trek shield is quite broken when it comes to which face is being hit.
When I was hitting the top face, I had to aim really at the center of the face to get to hit it.
I'd recommend either removing bottom and top faces like STO or improving that system in any way ( maybe also adding an option in EntityTakeDamage hook to know which face is being hit )
The17thDoctor: Server take me to the most handsome person srcds_linux: I cant send people to themselves...
(09-06-2020, 08:11 AM)Blackhawk Wrote: You can already figure out which face of the shield is being hit. All you have to do is checking which face is losing capacity while being shot.
I'm not really sure that's what he meant here. I presume he wanted to point out that the "hitboxes" of the faces are not really precise.
(09-06-2020, 08:11 AM)Blackhawk Wrote: You can already figure out which face of the shield is being hit. All you have to do is checking which face is losing capacity while being shot.
It's not as easy as that, you'd also need to check if there's no divertion going on.
The17thDoctor: Server take me to the most handsome person srcds_linux: I cant send people to themselves...
(09-06-2020, 11:29 AM)Skeleton Wrote: I'm not really sure that's what he meant here. I presume he wanted to point out that the "hitboxes" of the faces are not really precise.
I agree, this is what he meant here, but since I don't know whether the hitboxes are intended like this or not, I didn't reply to this part of the post.
I just wanted to state that checking which sections of the shield is being damaged is already possible, so there should be no need for an enhancement of the EntityTakeDamage hook.
As for adjusting the size or hitboxes of the shield sections, that's nothing I can judge about.
(09-06-2020, 12:05 PM)The17thDoctor Wrote: It's not as easy as that, you'd also need to check if there's no divertion going on.
It might not be the easiest thing to implement but as I did this a few years ago, I can certainly say that this is very well possible and also works reliably.
I'm just not a fan of having functions or hooks like EntityTakeDamage take away coding work from the player. In my opinion, it takes away the fun of coding a chip when everything is handed out to you.
However this is just my opinion. If the majority likes the EntityTakeDamage hook to do this, I'm fine with it.
You'll only know how efficient and reliable your ideas are once you tried them out.
If you run into reliability issues I can help you by checking my old code. Let's hope it is as reliable as I remember it to be.