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PogamutUT2004


High vs Low Armor

The AgentInfo class has three methods:
hasHighArmor()
hasLowArmor()
hasArmor()

I've looked at the Javadoc, and I'm not clear on what the distinction between low armor and high armor is. Could someone explain exactly what information these methods are returning.

Furthermore, I have some general questions about items and item categories in general. Most of the Categories and Groups are easy to figure out, but there are a few items that seem to be unusual cases. Is there a list or easy reference that will tell me all of the items that belong to each particular Category and Group?

-Jacob
Hi!

Thanks for pinpoint this out, we'll fix the doc. To respond your question:

Quote from http://liandri.beyondunreal.com/Armor#Unreal_Tournament_2003_and_2004 :

"
The shield system in UT2003 and UT2004 differs a lot from the UT armor system. The small and large shield charge are tracked separately, even though only the combined shield strength is displayed on the HUD. The Shield Pack only adds to the small shield stack, while the Super Shield Pack only adds to the large shield stack. The difference is, that the small shield stack is limited to 50 points, while the large shield stack can have up to 150 points. Both stacks can have a combined size of 150 points as well, so if the player has charge on the small shield stack, the large shield stack isn't used entirely. Also, by picking up the Small Shield, the small shield stack is filled and exceeding shield points are removed from the large stack.

Note: This is not quite how the shield system is actually implemented, but it's easier to explain and understand this way.

In UT2003, shield acts like additional health, absorbing any damage until all shield is used up.

In UT2004, only combined shield points exceeding 100 offer 100% absorption. Below that shield amount, the large stack absorbs 75% of the damage or as many damage points as there's charge left on the large shield stack. If the large shield stack is used up, the small shield stack absorbs 50% of the remaining damage or as many damage points as there's charge left on the small shield stack.

There's also the Booster adrenaline combo, which slowly converts adrenaline to health or shield at a rate of about 4 points per second. (Actually 5 points per 0.9 game seconds.) The booster combo adds its shield points to the large shield stack.
"

Best,
Michal
 

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Acknowledgement

This work is supported by GA UK 1053/2007/A-INF/MFF (2007-8), GA UK 351/2006/A-INF/MFF (2006-8), the Ministry of Education of the Czech Republic (grant MSM0021620838) (2008-9), by the Program "Information Society" under project 1ET100300517 (2006-9), and the project Integration of IT Tools into Education of Humanities (2006-8) and by the project CZ.2.17/3.1.00/31162, which are financed by the European Social Fund, the state budget of the Czech Republic, and by the budget of Municipal House Prague.