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
Just tap a guntower to the building? Give the GT a shield HP and make it so that it doesnt actually fire anything.
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?
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...:(
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...
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
well Zero Angel i just tried youre idea ... heres the ODF and the screenshot
(http://i239.photobucket.com/albums/ff29/thejamsh/screenshot3.jpg)
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"
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....
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
You could always find the mystery to making AI use ForceFeild...
That and Constructors i think can build units in pb3 and up...
jamsh did u make that model??
Probably...
Doesnt QF mod have stuff like that? :D
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.
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.
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.
Added up if you can make the shield destroyable.
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
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?
AI don't use force fields effectively for me. They just turn them on and off.
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...)
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.
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?
__h = hidden
__c = collision
__2 = double sided
__e = emitter
__g = glass
and all can be mixed like __hc or __2g.
-Av-
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?
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.
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?
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
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
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...)
Here's an idea.
Make your ship an APC class. Make it deploy an infinitely long lasting weaponmine object (repulsion field), which fires 0 speed 'magnets', that periodically (teamfiltered if possible) repel all enemy ships within, say, 200m of the ship. It could work much in the same way, as if the ship periodically emits shockwaves which slam enemy ships outwards, making direct assaults on the ship much more difficult.
The other idea is to simply make the APC deploy an M-curtain that repels shots.
You can also have ship deploy another APC class ship, which is slightly wider than the source ship, and possesses sheilding (deflect/absorb/stasis) so that the shield effect will work.
The advantages of going with an "APC->invisible APC" method, theoretically, is that the second APC could exist inside of the first one, and possess the same hover height, meaning that the shields would line up with the collision frame of the 'real' APC.s You destroy the shielding APC, and it would die for good (unless restocked somehow, like by a training center), meaning if the normal APC moves after the shield APC is destroyed, then the shield APC will not be respawned.
Now there is a caveat to the invisible APC method, and that is if the shield APC takes damage but is not destroyed, and the real APC moves, then the shield APC will be respawned upon landing, potentially with full health. I have not tested APC's enough that I would know for sure if APC-spawned objects 'remember' their health values. Nor have I tested, whether two APC objects can overlap each other without problems.
Remember to give the sheilding APC a dumb/nonreactive AI, as well as canDetect=0 and other thing. I'm pretty sure you know what you're doing though.
I noticed a bug where when a weapon has zero speed it does not have any effects. Any non zero speed works, even if it's really slow (i.e. .0001).
Now that I think about it a shielded building would have to entirely be a GT with a dummy building tapped on that just holds the bare minimum HPs for the building's original function.
Quote from: Total Oblivion Omnis on April 28, 2008, 11:09:19 AM
I noticed a bug where when a weapon has zero speed it does not have any effects. Any non zero speed works, even if it's really slow (i.e. .0001).
Some effects show. Like draw_geom, though it has the interesting effect of always pointing north. I bet draw_sphere works too.
Actually, I was thinking the vehicle would have a tall pole looking extension sticking out of the top of it. Wouldn't that in itself extend the spherical radius of the shield itself covering the sides and any other objects near it including buildings and such, or am I missing something with the collision parameters? Guess I'll have to try some test vehicles and see what happens. I envision something that resembles an upgraded IDF scav only with a much longer vertical extension to increase the spherical radius of the shield generating vehicle itself. Is that doable? Tanks BNG.
yep =]
i think the spherical radius is calculated from the very center of the model to the point FURTHEst from it, then it zips around it.
for vehicles of *course, not sure if buildings work the same way
Edit spelling. Sorry, couldn't resist :P. You said vourse instead :lol:.
That's encouraging. I guess a hover type would be more practical then a tracked unit as it could more easily get to places like across water without the fear of blowing up in transit like mindless tracked unit under the impression that they can swim like fish. I wonder if a jamming device can be added to such a vehicle for better survivability? From what I've seen so far the Stasis shield seems to have the best over all performance then either Deflection or Absorbsion? Is this correct? Sounds simple enough to make such a unit.