[4.1] Shield FX logic triggers in reverse

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The-Gizmo2
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[4.1] Shield FX logic triggers in reverse

Post by The-Gizmo2 » Thu, 16. Sep 21, 00:38

When a ship takes fire with shields, no shield FX is played.
When a ship takes fire without shields, the shield FX is played.

I hope I'm not the only one. Anyways, should be easy enough to fix, a logical negation operator might be all that's needed.

Falcrack
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Re: [4.1] Shield FX logic triggers in reverse

Post by Falcrack » Thu, 16. Sep 21, 02:07

You are not the only one. I've noticed that ships without shields now have the shield effect when hit, and no effect if there is a shield. Somewhere in 4.1 this got reversed, and I don't think a bug report was ever made.

Y-llian
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Re: [4.1] Shield FX logic triggers in reverse

Post by Y-llian » Sun, 19. Sep 21, 09:56

I think I’ve noticed this too. Has anyone raised a bug report yet?

Alan Phipps
Moderator (English)
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Re: [4.1] Shield FX logic triggers in reverse

Post by Alan Phipps » Sun, 19. Sep 21, 16:38

Now here. (I'm not sure why it is in the beta forum when there is no beta though.)
A dog has a master; a cat has domestic staff.

Y-llian
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Re: [4.1] Shield FX logic triggers in reverse

Post by Y-llian » Sun, 19. Sep 21, 17:48

Alan Phipps wrote:
Sun, 19. Sep 21, 16:38
Now here. (I'm not sure why it is in the beta forum when there is no beta though.)
Ok, thanks Alan. :) If I get a bit of time, I’ll do a report in the tech forum with a save.

The-Gizmo2
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Re: [4.1] Shield FX logic triggers in reverse

Post by The-Gizmo2 » Sun, 19. Sep 21, 23:22

Cool, hopefully this gets fixed in the next patch. The shield effects even trigger when shooting station modules like connection structures, so it should be super easy for anyone to reproduce in any save or new game even.

Y-llian
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Joined: Tue, 16. Jan 07, 21:46
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Re: [4.1] Shield FX logic triggers in reverse

Post by Y-llian » Mon, 20. Sep 21, 21:41

Ok folks, I've raised for us in the tech forum...

viewtopic.php?f=180&t=442157

Best
Y.

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