Fambaa Shield...huh?
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PvtParts
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Fambaa Shield...huh?
Alright, so Im preparing myself to be spammed with replies saying "|_|se t3h search funktion noobz0r!!1one11!one", but once again, as so many others have asked in the past...
How in the hell do you get fambaa sheilds working.
Now, I have tried quite a bit, but I withhold that information, because I want you all to assume I made zero progress in this, ensuring that I get a full and detailed explanation.
I will say that I managed to get the fambaa ingame, and its shield appeared to work. But, as soon as you shot the fambaa (bullets went through the shield), the shield just turned off.
Moreover, I have not been able to change the fambaas health. This is a bit annoying, and it is not the first time i've encountered this (I couldn't change the health for the non-cp version of the Hardell-Class Interstellar Transports)
Also, the original nab_weap_inf_fambaa_shield had the command addshield = "-100000", causeing the fast turn off (as soon as any damage was given to it, it turned off). Simply removing this fixed it.
But, as I say, please ignore the progress I have made and start from scratch, as though I got it ingame, it seemed to be a dead end solution.
How in the hell do you get fambaa sheilds working.
Now, I have tried quite a bit, but I withhold that information, because I want you all to assume I made zero progress in this, ensuring that I get a full and detailed explanation.
I will say that I managed to get the fambaa ingame, and its shield appeared to work. But, as soon as you shot the fambaa (bullets went through the shield), the shield just turned off.
Moreover, I have not been able to change the fambaas health. This is a bit annoying, and it is not the first time i've encountered this (I couldn't change the health for the non-cp version of the Hardell-Class Interstellar Transports)
Also, the original nab_weap_inf_fambaa_shield had the command addshield = "-100000", causeing the fast turn off (as soon as any damage was given to it, it turned off). Simply removing this fixed it.
But, as I say, please ignore the progress I have made and start from scratch, as though I got it ingame, it seemed to be a dead end solution.
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-(DW)-Big_Rich
RE: Fambaa Shield...huh?
. I'll put up a odf of a working fambaa after I get home tonight if someone else hasn't already.
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RE: Fambaa Shield...huh?
Alright, thanks man. You did that Naboo map right? Yeah I just played that like last night and was wondering how they got working..
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Big_rich
Yeah I did the naboo map but the animations are screwed though, so they just stand around. So here is what ya need:
nab_prop_fambaa:
nab_weap_bldg_fambaa_shield:
Plus you'll need this effect in your effects folder:
fambaa_shield
And I think you might need to add a memory pool(my old lua doesn't have it in it but I somehow remember having to addit?),try it without it first:
SetMemoryPoolSize("CommandArmedBuilding", 1)
I think that's it. Let me know if it doesn't work and I'll relook in the odfs.
nab_prop_fambaa:
Code: Select all
[GameObjectClass]
ClassLabel ="commandarmedbuilding"
GeometryName ="nab1_walk_fambaa.msh"
[Properties]
GeometryName ="nab1_walk_fambaa"
BUILDINGSECTION ="BODY"
Label ="Control Zone"
MapTexture ="hud_dest_icon"
MapScale =3.0
GeometryName ="nab1_walk_fambaa"
//DestroyedGeometryName ="geo_bldg_technounion_hulK"
MaxHealth ="12000.0"
ExplosionName ="cis_fly_fedcoreship_exp"
//AnimationName ="geo.zafbin"
//IdleAnimation ="idle"
//DeathAnimation ="destroy"
BUILDINGSECTION = "TURRET1"
PilotType = "self"
Controllable = "0"
AutoFire = "1"
TurretNodeName = "hp_fire"
PitchLimits = "0.0 0.0"
YawLimits = "0.0 0.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"
WeaponName = "nab_weap_bldg_fambaa_shield"
WeaponAmmo = 2
//HoloOdf = "com_holo_controlzone"
//HoloImageGeometry = "alliance com_icon_alliance"
//HoloImageGeometry = "empire com_icon_imperial"
//HoloImageGeometry = "republic com_icon_republic"
//HoloImageGeometry = "CIS com_icon_CIS"
//HoloTurnOnTime = 2.2
AmbientSound = "all famba_moan"
AmbientSound = "imp famba_moan"
AmbientSound = "cis famba_moan"
AmbientSound = "rep famba_moan"
SoundPitchDev = "0.4"
[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = ""
VO_Rep_RepLost = ""
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = ""
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = ""
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = ""
VO_CIS_CISLost = ""
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
Strategic_Filter1 = ""
Strategic_Filter2 = ""
Strategic_Filter3 = ""
Strategic_Filter4 = ""
Strategic_Filter5 = ""
Strategic_Filter6 = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
CollisionScale = 100.0
Code: Select all
[WeaponClass]
ClassLabel = "shield"
[Properties]
RoundsPerClip = "1"
ShotDelay = "0.1"
ReloadTime = "0.0"
LockOnAngle = 0
LockOnRange = 0
TriggerSingle = 0
MaxShield = 100000
AddShield = 000
ShieldRadius = "60.0 30.0"
FireSound = ""
FireEmptySound = ""
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""
ShieldEffect = "fambaa_shield"
fambaa_shield
And I think you might need to add a memory pool(my old lua doesn't have it in it but I somehow remember having to addit?),try it without it first:
SetMemoryPoolSize("CommandArmedBuilding", 1)
I think that's it. Let me know if it doesn't work and I'll relook in the odfs.
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PvtParts
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PvtParts
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Okay, im kind of bumping this, but this is due to the fact that..how can I put it..the problem has been treated, but no cure has been found.
I have the Fambaa ingame, shields work correctly and what not, but theres still problems. Now, I accept that the animations are shot, and due to that I plan to make the Fambaas indestructible (I dont like the whole disappearing out of the air as soon as they die thing). But, I cant seem to change their health. I have cleaned and remunged and cleaned and remunged and nothing seems to be helping these fambaas and their ever so low health.
Any ideas?
I have the Fambaa ingame, shields work correctly and what not, but theres still problems. Now, I accept that the animations are shot, and due to that I plan to make the Fambaas indestructible (I dont like the whole disappearing out of the air as soon as they die thing). But, I cant seem to change their health. I have cleaned and remunged and cleaned and remunged and nothing seems to be helping these fambaas and their ever so low health.
Any ideas?
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Big_rich
You can override it in the mission.lua if all else fails via this little script You just need to give your fambaa's a name in ZE and then setit in th e SetProperty:
EnableSPHeroRules()
SetProperty("Fambaa_Name", "MaxHealth", 999999)
SetProperty("Fambaa_Name", "CurHealth", 999999)
If you don't want to script it then try deleting your _lvl_pc folder from data_modid. Then delete your modid from your addon folder. Clean EVERYTHING then remunge.
EnableSPHeroRules()
SetProperty("Fambaa_Name", "MaxHealth", 999999)
SetProperty("Fambaa_Name", "CurHealth", 999999)
If you don't want to script it then try deleting your _lvl_pc folder from data_modid. Then delete your modid from your addon folder. Clean EVERYTHING then remunge.
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Just to make sure I dont totally screw my map..
I should change this:
to this:
If that is how its supposed to be, let me know and then I'll get right back to ya..
I should change this:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
end
to this:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:Start()
SetUberMode(1);
EnableSPHeroRules()
SetProperty("cp2", "MaxHealth", 999999)
SetProperty("cp2", "CurHealth", 999999)
SetProperty("cp4", "MaxHealth", 999999)
SetProperty("cp4", "CurHealth", 999999)
SetProperty("cp6", "MaxHealth", 999999)
SetProperty("cp6", "CurHealth", 999999)
end
If that is how its supposed to be, let me know and then I'll get right back to ya..
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Big_rich
It's doesn't show up in MP. I'm figureing a Lag issue with it. I added a MTT, that only works on a super dedicated server. I kinda figured it was the same with the fambaa. I also notice that some proc animations stop working on multiplayer.. I'm thinkin a sync error somewhere between server and client.
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PvtParts
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Well, I guess its good that fambaa's dont really play that big of a role in my map. Basically, they serve as a cp for the local (gungans), which I put in the map to give the gungans a better change against the the droids. Underneath the Fambaa's are the regular cp's, which I plan to make part of the objective in the campaign mode.
