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can 'shields' be used on buildings in any way?

Started by TheJamsh, April 22, 2008, 08:51:20 PM

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TheJamsh

its actually going on a tap.. i have a starship type vehicle i want to stick a shield around, with all damage taken by the shield to go directly to the shield generator and not the ship.

my original attempt was to just stick a shield hardpoint and weapon like the stasis shield onto a 'powered' building class. (bearing in mind it MUST be a building to tap correctly) i was going to wack the collision radius up to something stupid so that the shield would surround the ship it is tapped to, but the shield didnt activate in the first place.

the next plan was to add the 'special' forcefield to a building, that also doesnt work.

the final one was to tap a magnet mine to the ship and use the traditional magnet style 'shield' method and jsut render one. my things are in order of preference tho so can i get one of these to work? preferably number one somehow :D


BZII Expansion Pack Development Leader. Coming Soon.

Zero Angel

Just tap a guntower to the building? Give the GT a shield HP and make it so that it doesnt actually fire anything.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

TheJamsh

i knew it would be stupidly easy... thankyou =]

and making the collision radius huge should do it too yeh? make the shield go huge also?


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

wait....if this is that...then wtf did i just reply to 5 seconds ago?

EDIT: Never mind, I went back in time and found it. the "warning, while u were replying" thingy came up, i didnt notice...:(



*****General BlackDragon*****

General BlackDragon

If you made an object that was "next" to the ship, and was a shielded object, that has a collision section that matches the section of ship it goes by, you could maybe make an entire "shield" section by section. When the shield failed though, the "object" would die in the next hit, and no more shield there...



*****General BlackDragon*****

TheJamsh

well the idea is, the ship is going to be a 'recycler' style building. (this will enable it to move to different locations fo course)

when you want it to open up its guns, just 'deploy' it on soem flat ground. then the shield will startup courtesy of the tapped generator. the shield generator can be destroyed by the shield absorbing all the ordnance.

obviously admidst all that ill use the other 7 taps left for gun heirachys.

when you want to un-deploy the ship use another vehicle to 'upgrade' it into the vehicle version again.

hope it works


BZII Expansion Pack Development Leader. Coming Soon.

TheJamsh

well Zero Angel i just tried youre idea ... heres the ODF and the screenshot



THE TAPPED SHIELD:
[GameObjectClass]
baseName = "fbsgen"
geometryName = "fbsgen2.xsi"
geometryScale = 0.1
classLabel = "turret"
collisionRadius = 100.0
scrapCost = 0
scrapValue = 0
maxHealth = 3000
maxAmmo = 0
unitName = "Shield Generator"
aiName = "GunTowerFriend"
aiName2 = "GunTowerEnemy"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 0

HeatSignature = 2.0
imageSignature = 2.5
radarSignature = 0.5

armorClass = N

requireCount = 0

weaponMask = 00001
weaponHard1 = "hp_shield_1"
weaponName1 = "gshield"
weaponAssault1 = 0

[BuildingClass]
soundAmbient = ""

[CraftClass]
rangeScan = 200
periodScan = 0.0
velocJam = 0.0
weaponPitch = 0.0
steerFactor = 0.0
engageRange = 0

[TurretCraftClass]
omegaTurret = 0.0
detectRange = 200


THEN THE BUILDING/SHIP
[GameObjectClass]
geometryName = "fbship00.xsi"
geometryScale = 0.1
classLabel = "powered"
scrapCost = 0
scrapValue = 0
maxHealth = 70000
powerCost = 0
addHealth = 5
maxAmmo = 0
unitName = "Frigate"
heatSignature = 5.0
imageSignature = 5.0
radarSignature = 5.0
collisionRadius = 200.0
ownsTerrain = 1
isAssault = 1
armorClass = H

[PoweredBuildingClass]
powerTap1 = "hp_tap_1"
powerName = "fbsgen2"
detectRange = 200

[BuildingClass]
bldEdge = "tttt"
tunnelCount = 1

tunnel01X0 = 0
tunnel01Z0 = 0
tunnel01DX = 49
tunnel01DZ = 50
tunnel01Edge = "tttt"


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

Curious....

Anyway, Umm here's how:

Make a shield xsi that is same shape as ship

put a tap in center of ship

tap it. give it a standard scion shield and make it's health the shield amount (strength).

Theoretically, when it goes poof, (make explosion nothing? or a large blue shpere fade outward), the shield goes bye bye.

Then, IF it worked correctly, the weapons should be able to hurt the unit. MAKE SURE POWER COSTS ARE 0!!!! Also...some other things about taps. And, then it should play beutifully.

PS: Why not make a buildable unit like build item 0 and make the DLL replace that built thing with the vehicle version. Works for BZC....



*****General BlackDragon*****

TheJamsh

because i want to use it in instant missions too as its all i play.

better still id like to keep the smegger as a vehicle, but that would require taps on vehicles and a far better collisions... or at least so it can deploy over non flat ground but meh...

i dunno zeros idea seems easier to me... its jsut wether or not itll work



BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

You could always find the mystery to making AI use ForceFeild...

That and Constructors i think can build units in pb3 and up...



*****General BlackDragon*****

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

General BlackDragon

Probably...

Doesnt QF mod have stuff like that? :D




*****General BlackDragon*****

Spawn

I know that fishbone used the various sheilds for armor in dune command if you want to look at that, at least for the gun towers.

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

I plan to use a large spherical transparent object with a GT based shield attachment to make the hit effects, for the .:]aRc[:. mod. Don't ask too much, the mod is a drawing board thing.

Click on the image...