I most certainly will put this on a .5 sec timer (maybe even 1 sec)
I could simply average all sides combined, and then set each side the same, however, I am explicitly looking for the more visually realistic approach.
Special Alloy… xD That actually sounds like an unlockable upgrade. (Allowing heat to be directly transferred to the opposite side, which is most likely to the be coolest of all sides!)
I thought about vectors and vector4, however I need granular control, I would only end up with a ton of set/make/break nodes, unless you had an idea of how to organize the calculation differently (Maybe X/Y/Z vs -X/-Y/-Z (two pair) instead of X/-X vs Y/-Y vs Z/-Z (3 Pair)
However you’re radical idea is quit interesting… but that actually increases the number of heat points by 2?
A cube has 6 sides, but 8 corners…
I don’t think I explained this correctly. I am not using the “traditional” gaming armor. This is actual, 3d space correlated armor.
1 Character - 1 mesh per sectional body part (torso, L arm, R arm, UpperLegR, LowerLegL ect)
Every Mesh, has an actor “container” married to it (Using MAP array variable)
Every Container has "3DArmor Comp, Cooling Comp, Damage Comp, 1 Child Actor)
Child actor = Weapon/Module/Radar/ect
So this is realistic in the sense of : The turret of a tank has 3D armor, probably has cooling (active or passive), can take damage, can contain X weapon / module ect, IF destroyed, Tank body has armor that is now exposed to damage
(Further complication with armor piercing through multiple containers)
Lets not talk about how i’m going to replicate this! (If = default value- do not replicate)