How do i add collision to a shield?

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Dakota
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How do i add collision to a shield?

Post by Dakota »

I was just wondering... is it possible to add collision to a shield, and if so would it require modeling or is there a way I can use the odf for it. I wanted to make a shield that slowly expands and pushes back enemies with its collision. this could be like a force move or some sort of weird grenade/turret thing i'll probably make. if i add collision to it that means i could also have it push tanks...right?
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Re: shield question

Post by THEWULFMAN »

Short answer: No.


Long answer. Clicky.
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keenmike
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Re: shield question

Post by keenmike »

Not so quick. Lets throw around ideas first. What kind of model will be used? What will be seen in game? A expanding round shield?
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Re: shield question

Post by THEWULFMAN »

Dakota wrote:is it possible to add collision to a shield.
THEWULFMAN wrote:Short answer: No.
Long answer. Clicky.
keenmike wrote:Not so quick.
*THEWULFMAN waits ten minutes.*
THEWULFMAN wrote:Short answer: No.
Long answer. Clicky.
:P
Joking aside,
The only work around I see would be to make a destructible shield prop, with 1 piece of health. Then use the MaxShield and AddShield code to add a shield to the prop.

It would stop vehicles, but not push them. It could not expand.
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Dakota
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Re: shield question

Post by Dakota »

THEWULFMAN wrote:
Dakota wrote:is it possible to add collision to a shield.
THEWULFMAN wrote:Short answer: No.
Long answer. Clicky.
keenmike wrote:Not so quick.
*THEWULFMAN waits ten minutes.*
THEWULFMAN wrote:Short answer: No.
Long answer. Clicky.
:P
Joking aside,
The only work around I see would be to make a destructible shield prop, with 1 piece of health. Then use the MaxShield and AddShield code to add a shield to the prop.

It would stop vehicles, but not push them. It could not expand.
all shields automatically expand. just look at the stock driodeka one. mine is like that one but recolored and bigger. in the fx file of the driodeka shield there are these lines for how long it takes to expand to full size and then go back to nothing

Code: Select all

	TurnOnTime(0.15);
	TurnOffTime(0.15);
i just wanted to know how to add colision to it. and also why add it to a prop i have a dispensable shield turret already made.

EDIT: if a shield already is a model then wouldn't there be some sort of way to add collision to it?
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Re: shield question

Post by THEWULFMAN »

Dakota wrote:all shields automatically expand. just look at the stock driodeka one. mine is like that one but recolored and bigger. in the fx file of the driodeka shield there are these lines for how long it takes to expand to full size and then go back to nothing

Code: Select all

	TurnOnTime(0.15);
	TurnOffTime(0.15);
i just wanted to know how to add colision to it. and also why add it to a prop i have a dispensable shield turret already made.

EDIT: if a shield already is a model then wouldn't there be some sort of way to add collision to it?

All shields automatically expand when set to shieldtype droideka, when set to fambaa it starts like the fambaa shield.
Real shields can not have collision, it is hardcoded, no matter what you do with the model itself.
A prop shield could have collision, thus my suggestion.
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Dakota
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Re: shield question

Post by Dakota »

hardcoding hates me... :cpu:

also the shield is set to a driodeka type shield. well i guess thats it for now.
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Re: shield question

Post by DarthD.U.C.K. »

if you use a droideka shieldweapon, it cant have collision, for that it has to be a building with shield like wulfman said.
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Dakota
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Re: shield question

Post by Dakota »

ok
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