Те кто хорошо знали канули в небытии или в подполье , остались те кто знает небольшие озы и то с небольшой охотой и это правда !
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Вот небольшое описания , просто переведи переводчиком.
Code:
DefenseFieldAbility
addAbility(rShip, "DefenseFieldAbility", ..see Arguments..)
(Information provided by mecha
Example:
addAbility(NewShipType, "DefenseFieldAbility", 1, 0, 1200, 200, 200, 1, 0.6, 0, "defensefield_sphere_spray")
Arguments
1. Ability Active By Default Boolean. 0=Must be researched or a module must be built before it can be used. 1=Active.
2. Field On By Default Boolean. 0=Field begins off. 1=Field begins on.
3. Radius to Defend Other Ships
4. Stop After This Much If energy is this value or lower, the field will turn off.
5. Energy Cost Amount of energy used per second while the field is on.
6. Initial Energy Cost Amount of energy used at the moment the field is turned on.
7. Recharge Rate Amount of energy recharged per second.
8. Min Energy Before Enabled Minimum amount of energy needed before the ship can turn on the field.
9. Effect File Name Determines the appearance of the field based.
DefenseFieldShieldAbility
addAbility(NewShipType, "DefenseFieldShieldAbility", ..see Arguments..)
(Information provided by mecha
Example:
addAbility(NewShipType, "DefenseFieldShieldAbility", 0, 1200, 0, 0)
Arguments
1. Ability Active By Default Boolean. 0=Must be researched or a module must be built before it can be used. 1=Active.
2. Radius to Defend Other Ships. According to a post by god_of_stuff on the Relic Forums, this is actually the amount of damage stopped. Can anyone confirm this?
3. DefenseFieldSensitivityMultiplier
4. NebulaSensitivityMultiplier
Источник
http://hw2bsg.org/wiki.hw2.info/VarisTestPage.html