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Shield Capabilities

Posted: Sat Mar 05, 2011 6:46 pm
by SoranoGuardias
Me again, Margaret.

I'm creating a map and I wish to use a modified shield setting. In reality, there are two shield. One covers the main generator is (hopefully) programmed correctly to shut of when a control panel is destroyed. The main generator governs a shield covering a besieged starfighter landing strip and an adjacent settlement. I am using the Faamba shield as a base template for this.

ODF nameL SGM_shield_Panel
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "bes1_bldg_console_a.msh"


[Properties]

GeometryName = "bes1_bldg_console_a"

PilotType = "self"
Controllable = "0"
AutoFire = "1"

//TurretNodeName = "hp_fire"
YawLimits = "150.0 210.0"
PitchLimits = "-30.0 30.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"
RestDir = "0 0 -1"

WeaponName = "SGM_station_shield"
WeaponAmmo = "0"

SoundProperty = "control_panel_a"
FoleyFXGroup = "metal_foley"
ODF Name: SGM_station_shield"
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "shield"

[Properties]

RoundsPerClip = "1"
ShotDelay = "0.1"
ReloadTime = "0.0"

LockOnAngle = 0
LockOnRange = 0

TriggerSingle = 0

MaxShield = 100000
AddShield = -100000

ShieldOffset = "-10.0 10.0 0.0"
ShieldRadius = "60.0 30.0"

FireSound = ""
FireEmptySound = ""
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""

ShieldEffect = "fambaa_shield"

What effects do I need to add/correct to offset the location of the shield from it's point of origin?

Re: Shield Capabilities

Posted: Sun Mar 06, 2011 12:13 am
by jango
Do you mean like how to offset the shield?

Re: Shield Capabilities

Posted: Sun Mar 06, 2011 12:28 am
by SleepKiller
You should be able to offset the shield effect emitter in the famba shield .fx file.