How I can apply Seekers, Gun Walkers and Harvesters with forcefield generators?
#1
Posted 14 May 2008 - 10:05 PM
I have done that once to Stormriders but it didn't work and the program crashed.
#2
Posted 15 May 2008 - 05:15 AM
- The Draw module responsible for the shield graphics.
<scriptedModelDraw id="ModuleTag_DrawForcefield" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"></ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1"> <Model Name="FXShldTripod" /> </ModelConditionState> </ScriptedModelDraw>
- These modules that go in the <Behaviors> tag:
<StatusBitsUpgrade id="ModuleTag_StatusBitUpgrade" StatusToSet="SHIELDBODY_ENABLED"> <TriggeredBy>Upgrade_AlienReactorForcefieldGenerator</TriggeredBy> </StatusBitsUpgrade> <ShieldBodyUpdate id="ModuleTag_ShieldBodyUpdate" />
- A ShieldBody module to replace the ActiveBody module. Here is an example (obviously, you would want to change the MaxHealth value):
<ShieldBody id="ModuleTag_Body" MaxHealth="7500" ShieldAmount="2500" ShieldArmor="ForcefieldFilterDamageArmor" ShieldRechargeIdleTime="120s" ShieldEnabledFX="FX_AlienShieldEnabled" ShieldTakeDamageFX="FX_AlienShieldHit" ShieldDepleteFX="FX_AlienShieldDeplete" ShieldActiveModelCondition="USER_1" />
- A new ArmorSet with Conditions="SHIELDBODY_ENABLED" set. You'll need to make a new ArmorTemplate copied from the unit's regular ArmorTemplate but with all the damage values halved if you want the same effect as for the currently shielded units.
- Finally, you may want to add <DisplayUpgrade>Upgrade_AlienReactorForcefieldGenerator</DisplayUpgrade> if you want the sidebar to show the status of the Forcefield Generators upgrade when a modded unit is selected.
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#3
Posted 15 May 2008 - 12:40 PM
I remember though that Chriz has once done exactly that by creating a new shield model. IMO It looked very good, so you might want to ask him if you can have it
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#4
Posted 15 May 2008 - 10:04 PM
#5
Posted 18 May 2008 - 08:44 PM
Edited by purplescrin, 18 May 2008 - 08:44 PM.
#6
Posted 18 May 2008 - 10:33 PM
In case you didnt know: The force field models are just some modifed spheres, if you can find the shader settings it will take about 1 minute to make a new forcefield model....
I made them long ago bevor KW was released, but the only one left is the seeker shield, I scrapped the others....
I have done that once to Stormriders but it didn't work and the program crashed. So I may be thinking the sizes of the forcefield generator to a small unit needs to be re-editted but there's no xml file that can do this.
The size of the shield itself are juft grafical - If your game crashed, than its because you suck at xml coding, not because the shields are to small
If you done everthing CommieDog said the shields should work perfect.
#7
Posted 19 May 2008 - 03:19 AM
#8
Posted 26 May 2008 - 04:40 PM
In case you didnt know: The force field models are just some modifed spheres, if you can find the shader settings it will take about 1 minute to make a new forcefield model....
How and where can I modify those spheres to make a new forcefield model? I don't even know where the shader settings are. The w3x program that EA provided in the MOD SDK might help modify some models. Somehow it worked out for me for the seeker and the gun walker, but the problem was the harvester in which the harvester is on top of the forcefield generator shield rather than inside it!
Edited by purplescrin, 27 May 2008 - 04:30 PM.
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