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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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Zero Angel

That looks about right. I'm assuming though that you've created a huge invisible mesh for the shield generator though, so that its collision area will be wider than the ship model that its tapped to.
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

Nielk1

Added up if you can make the shield destroyable.

Click on the image...

TheJamsh

no it doesnt, its jsut a tiny little block. the shield radius i thought would come from the collision radius...

hence the massive one written in that odf...

oh and BBB/GBD i didnt make that model, i retextured it from something else. turned out okay tho.

anyone fancy doin the big sphere for me :D? i doubt i could even model THAT


BZII Expansion Pack Development Leader. Coming Soon.

anomaly

Wait, I'm confused.  What do you need a sphere for?  Aren't you just using the ship .xsi (slightly enlarged) for your shield generator and hence, shield effect?

Quote from: General BlackDragon on April 22, 2008, 09:51:41 PM
You could always find the mystery to making AI use ForceFeild...
Now I haven't tried making ai use force field but I have gotten them to use phantom vir if they have the weapon selected.  Since they both are just on/off weapons, wouldn't force field also work, or have you tried and it didn't work?

Angstromicus

AI don't use force fields effectively for me. They just turn them on and off.

Avatar

Quote from: General BlackDragon on April 23, 2008, 12:22:51 AM
Probably...
Doesnt QF mod have stuff like that? :D

Quote from: bigbadbogie on April 23, 2008, 02:08:12 AM
yeah it does

omg...

pwned!   lol...

-Av-

(who did NOT realize GBD had such a subtle sense of humour...)

Zero Angel

The collisionRadius will only take care of pathing when the AI is idle. With larger collisionRadiuses, the AI will space itself out when idle, so that the units are not too close together.

You will need to make an invisible mesh. It can even be a flat, planar mesh, or a simple cube. It doesnt matter what shape, so long as it is wider than the ship its tapped to. Since BZ2 uses sphere collisions by default for all its units (including guntowers which do not have the 'collision' mesh specifically created for it) it will form a sphere depending on the size of the model.
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

ah okay cool

what i did was find some little hp_com models, and stuck them miles out from the shield generator, its a bit bodged :S.

ill look around for a invisible large object...

if i name something _HC itll just be invisible anyway wont it?


BZII Expansion Pack Development Leader. Coming Soon.

Avatar

__h   = hidden
__c   = collision
__2   = double sided
__e   = emitter
__g   = glass


and all can be mixed like __hc  or __2g.

-Av-

TheJamsh

right.. and damn

i just got it to work almost flawless. i pasted the same ship 'object' into the tap XSI, lined it up correctly, and deleted unnecessary bits and made it transparent using the materials editors

the shield bit worked fine, and it destroyed as it was meant too. however... when i went to attack the actual ship itself, it had no collisions

and ideas?


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

Damn...I was afraid of that...

MAKE THE TAP MODEL NOT OWN TERRAIN!

Use a lung odf as a base for it, and just tell it to be the ship model. MAKE SURE NO TERRAIN XSI PART IS IN SHIELD MODEL!

Uum...try it. should work better.



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

TheJamsh

well i just checked, the tap DOESNT have an own terrain code in it anywhere

and theres no terrain bits in the ship XSI shape i copied over... just called 'object'

any other ideas?


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

Okay...Try making sure the ship model/tap model interact and work same basic way as gun spire / lung.

I Know these will collide/interact okay.

Hmmm



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

BNG Da BZ Fool

Could a vehicle with a shield protect buildings? Something like with a rather huge shield radius? It seems like it could be done as shields seem pretty easy to do on vehicle classes. That way the vehicles could be deployed just about anywhere including around places like buildings, remote relay bunkers, scav pools, etc. The vehicles would have a specific health setting to avoid any side having an advantage over other players. Also, the vehicle would have no other weapons and be specifically used for that purpose alone. Could it be done by modifying the ODF for the shield properties? Just wondered how difficult it would be to make such a vehicle. BNG
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

General BlackDragon

shields form to the collision of vehicles

so no, since a building cannot be inside of a vehicle, i dont think it's possible....

Kudos to anyone who can get a building to stay inside a vehicle (wow that's something i though i'd never say...)



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