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Shields? (FAQ)

Posted: Mon Apr 03, 2006 9:59 pm
by PR-0927
Well, I wanted to add shields to my TX-130S Saber-class Fighter Tank (to make it accurate). I really want to do this. Does anyone know how to?

Thanks in advance.

- Majin Revan

Posted: Mon Apr 03, 2006 10:06 pm
by Vyse
Are you talking about adding the Droideka shield?

Posted: Mon Apr 03, 2006 10:15 pm
by PR-0927
Nope. I want a shield that cannot be turned off or on and is like the capital ship shield-it appears when it is fired at and hit. I want it to be able to take the form of the tank and envelope it. I had earlier thought that SWBF II did this with the starfighters, but apparently I was wrong.

- Majin Revan

Posted: Mon Apr 03, 2006 10:50 pm
by xwingguy
Since vehicle spawns are shown as objects...try putting the shield on the vehicle spawn and see what happens. If it works, 2 problems remain:

1) controller object needs to be scrubbed out of the Linked Shields file
2) the fact that they spawn more than one vehicle......

Posted: Mon Apr 03, 2006 10:55 pm
by JabbaLovesLava
You prolly had to add a line in the ODF, dont ya think? Not sure tho, just a hypothesis.

Posted: Tue Apr 04, 2006 1:41 am
by TAWArtemis
JabbaLovesLava wrote:You prolly had to add a line in the ODF, dont ya think? Not sure tho, just a hypothesis.
There is a script in the common folder called kinked shields. This script is used to protect the entire cap ship and not just the parts. This is most likely what you are looking for.

Posted: Tue Apr 04, 2006 6:25 pm
by PR-0927
xwingguy wrote:Since vehicle spawns are shown as objects...try putting the shield on the vehicle spawn and see what happens. If it works, 2 problems remain:

1) controller object needs to be scrubbed out of the Linked Shields file
2) the fact that they spawn more than one vehicle......

Umm, what? Please explain, who furthest I got was finding the "Linked_shields" file.

- Majin Revan

Posted: Tue Apr 04, 2006 7:29 pm
by xwingguy
MajinRevan wrote:
xwingguy wrote:Since vehicle spawns are shown as objects...try putting the shield on the vehicle spawn and see what happens. If it works, 2 problems remain:

1) controller object needs to be scrubbed out of the Linked Shields file
2) the fact that they spawn more than one vehicle......

Umm, what? Please explain, who furthest I got was finding the "Linked_shields" file.

- Majin Revan
Ok, I'll give a better explaination.
First here's the code that state your parameters.

Code: Select all

objs = nil,	--set this to a list of object  names which share the same shield
maxShield = 200000,	--maximum shield value
addShield = 10000,	--regeneration rate for the shields
controllerObject = nil,	--the object that, if blown up, will take down the shields
Make the object set the name of the vehicle spawn and it may put the shield on to the vehicle. (I don't really know if it will work.)

ControllerObject is the tricky part. (Usually this is the internal shield generator.) Some way this needs cut out of the file entirely if this were to work properly when used on vehicles.

Lastly if multiple vehicles come from the same spawn point, then they would probably share the same shield (bad).

How to declare and initiate a shield:

Code: Select all

<shieldName> = LinkedShields:New{objs = "<objectName>", controllerObject = "<controllerObjectName>"}    
shieldStuffIMP:Init()
MaxShield and ShieldRegain don't need to be included but in your case they do because tanks don't need shields of capitol ship strength.

Posted: Tue Apr 04, 2006 8:23 pm
by [RDH]Zerted
You are going to want to add a second shield controller for your fighter. I don't think you want a fighter with a 200000 shield value.

Posted: Tue Apr 04, 2006 8:35 pm
by PR-0927
OMG, I got shields working!!

Hold on for a bit on how to do this!!

- Majin Revan

Posted: Tue Apr 04, 2006 8:57 pm
by PR-0927
Add this to any ODF file for which you want shields:

MaxShield = 2000
AddShield = 50


The "MaxShield" line tells you the total shield amount. The "AddShield" tells you the shield regeneration rate.

ENJOY!!

- Majin Revan

Posted: Tue Apr 04, 2006 11:28 pm
by Vyse
MajinRevan wrote:Add this to any ODF file for which you want shields:

MaxShield = 2000
AddShield = 50


The "MaxShield" line tells you the total shield amount. The "AddShield" tells you the shield regeneration rate.

ENJOY!!

- Majin Revan
SWEET! Thanks Majin this is going to be great!

Posted: Wed Apr 05, 2006 8:43 am
by Emraz
This is what I love best -- simple solutions to seemingly very diffiult problems. Good work. Im gonna try it out... Dune Mod here we come (personal shields maybe!?)--- Looool.

Posted: Wed Apr 05, 2006 8:57 am
by Guest
Majin Revan
do you mean standart 2-men IFT-X or your 3-men IFT-X (from your Kashyyyk shores v.3.0 map)?

Posted: Wed Apr 05, 2006 2:38 pm
by PR-0927
Yes, I love these simple solutions as well.

I mean the CORRECT TX-130S Saber-class Fighter Tank (with three seats; however, it has been made different and correct).

The Imperial Clone Commando has personal shiels in my map now too (in SWRC they have shields).

- Majin Revan

Posted: Wed Apr 05, 2006 10:23 pm
by Big_rich
without me trying it myslef, but for future refrence. Does it show the "shiled" effect, like the bolts dancing off them and such, like the droideka? Or do you need to refrence that effect in your odf also?

Posted: Thu Apr 06, 2006 4:54 am
by Murdocr
it shows the capitol ship effect and not the droideka effect, so you only see it when you are hit. you do not need to reference any effects in you odf, the two lines will do it all.

Posted: Thu Apr 06, 2006 7:49 am
by Big_rich
cool, the capital ship would be good enough then. Ur the man.

Posted: Thu Apr 06, 2006 8:23 am
by OGEB1103
I'm wondering whether the bolt marks are the same size on the cap ship shields, cos that would look pretty stupid with the huge explosion marking on the little vehicle!

Posted: Thu Apr 06, 2006 7:39 pm
by PR-0927
It is as large, but somehow it looks O.K.

- Majin Revan