Need Help with Shield Generator
#1
Posted 01 April 2009 - 06:06 AM
#2
Posted 01 April 2009 - 07:58 PM
http://www.ppmsite.c...pic.php?t=18069
See Golan's post at the end.
It's a pity that broadcast filter only works with stealth.
Edited by Mighty BOB!, 01 April 2009 - 08:00 PM.
We are living in a post-common sense society.
#3
Posted 02 April 2009 - 12:53 AM
This is a tough one. You might have to sacrifice some features to get it working.
http://www.ppmsite.c...pic.php?t=18069
See Golan's post at the end.
It's a pity that broadcast filter only works with stealth.
Ok i'v looked at that post and i'm tring out the second one the .
2. Make the shield a separate object with KindOf WALL_SEGMENT that is spawned by the shield generator (see the storm column as an example). Change every weapon that the shield should be effective against to have WALLS in its ProjectileCollidesWith attribute.
Now i'v tried making the shield a separate object like it says but for some resson it wont spawn and I can't figure out why here is what I have.
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/20...hema-instance">
<Tags></Tags>
<Include
type="all"
source="ART:FXShldAbility.w3x" />
</Includes>
<GameObject
id="AlienBaseShield"
Side="ALIEN"
KindOf="IMMOBILE WALL_SEGMENT CAN_CAST_REFLECTIONS RESIST_EMP"
EditorSorting="MISC_NATURAL"
EditorName="AlienBaseShield">
<DisplayName>Name:AlienBaseShield</DisplayName>
<ArmorSet
Armor="AlienAnnihilatorTripodArmorShieldBodyEnabled"
DamageFX="VehicleDamageFX"
Conditions="SHIELDBODY_ENABLED" />
<Draws>
<scriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="FXShldAbility" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT">
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="USER_1">
<Animation
AnimationName="FXShldAbility"
AnimationMode="ONCE" />
</AnimationState>
</ScriptedModelDraw>
</Draws>
<Behaviors>
<DestroyDie
id="ModuleTag_DestroyDie">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="FX_ALI_StasisShield_Die" />
</FXListBehavior>
<LifetimeUpdate
id="ModuleTag_Lifetime"
DeathType="FADED"
MinLifetime="999999s"
MaxLifetime="999999s" />
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES">
<UnitAITargetChooserData
CanAutoAcquireNonAutoAcquirable="true"
SympathyRange="130.0" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="3000.0" />
</Body>
<Geometry
IsSmall="false">
<Shape
Type="SPHERE"
MajorRadius="130"/>
</Geometry>
<AudioArraySound>
<AudioEntry
Sound="ALI_StasisShieldLoop"
AudioType="soundAmbient" />
</AudioArraySound>
<ShadowInfo
Type="VOLUME" />
<VisionInfo
VisionRange="125"
ShroudClearingRange="150" />
</GameObject>
</AssetDeclaration>
Now I have't tried the 1st one yet the.
1. Do it the way PDLs worked in Generals. Create a new weapon that can only target projectiles (best to do via the AntiMask), hits instantly and set reload time, clipsize etc. to mimic shield health and recharge time. If you want the shield only to be able to intercept enemy fire at it´s border(like the shields in EAW), set the minimum range close to the maximum range. This will however require you to make every weapon that the shield should be effective against into a projectile based one.
I'm not shur how to do that one and make the shield visable but the other one I can't figure out what i'm doing wronge to make it work please any help would be great thanks.
#4
Posted 02 April 2009 - 06:45 AM
1. Do it the way PDLs worked in Generals. Create a new weapon that can only target projectiles (best to do via the AntiMask), hits instantly and set reload time, clipsize etc. to mimic shield health and recharge time. If you want the shield only to be able to intercept enemy fire at it´s border(like the shields in EAW), set the minimum range close to the maximum range. This will however require you to make every weapon that the shield should be effective against into a projectile based one.
But its not working ether I made a invs. weapon and did like it said but the weapon wont fire at anything that its supose to at all it's like its not there i'm starting to run out of ideas on this I really need this to work can anyone please help me out I'd be forever greatful thanks.
#5
Posted 03 April 2009 - 02:46 AM
#6
Posted 03 April 2009 - 08:00 AM
#7
Posted 03 April 2009 - 08:15 PM
id="ShieldGenWeapon"
Name="ShieldGenWeapon"
RadiusDamageAffects="ENEMIES NEUTRALS PROJECTILES"
AttackRange="130.0"
WeaponSpeed="999999"
AcceptableAimDelta="180d"
FireFX="FX_GDIMammothMissleFire"
ClipSize="200"
AutoReloadsClip="AUTO"
CanFireWhileMoving="true"
AntiMask="ANTI_PROJECTILE ANTI_BALLISTIC_MISSILE ANTI_MINE ANTI_SMALL_MISSILE">
<FiringDuration
MinSeconds="0.0s"
MaxSeconds="0.0s" />
<ClipReloadTime
MinSeconds="40.0s"
MaxSeconds="40.0s" />
<Nuggets>
<!--Using this nugget to get the damage fx(for lightning effect)-->
<DamageNugget
Damage="99999.0"
Radius="130.0"
DamageType="GUN"
DeathType="BURNED"
DamageFXType="ALIEN_ION">
</DamageNugget>
<!--Nugget that will scatter Missiles when hit by the lightning bolt-->
<ScatterProjectileNugget
ScatterMin="300.0"
ScatterMax="300.0">
<SpecialObjectFilter
Rule="NONE"
Include="SMALL_MISSILE"
/>
</ScatterProjectileNugget>
</Nuggets>
</WeaponTemplate>
I'm not shur why it wont shot them all and I dont know why any ideas?