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Posted: Fri Apr 07, 2006 9:24 am
by Emraz
I havent tried this shield out yet but think it has great potential in putting two largely uneven units against each other in say a ctf situation. Wookies V rifles with rifle guys having a shield.
One question though is the shield a physical object e.g if you ran at someone would your shield push them before you got close?
Posted: Fri Apr 07, 2006 2:18 pm
by PR-0927
Yes, the shields could be useful in that way.
The shields is not a physical object like that. You can run into shielded stuff (although it will take the shield down, not the health). If I smack into a TX-130S Saber-class Fighter Tank with a 74-Z Military Speederbike, the tank's shields would appear as they were damaged.
- Majin Revan
Posted: Fri May 12, 2006 10:51 pm
by PvtParts
Thanks Majin, quick response. Saved me some time.
I wonder if the effects could be edited to achieve a more small scale effect...I think ill get on that.
Posted: Sat May 13, 2006 2:18 am
by Penguin
lol, you just bumped this topic Pvt, lol
and you can change the size of the effects by editing the SX for it in
data_ABC/common/effects
works
Posted: Sat May 13, 2006 5:01 am
by Laser_shot
i put :MaxShield = 2000
AddShield = 50
in the odf of my clone commando and it worked ! thx MajinRevan
RE: works
Posted: Sat May 13, 2006 12:06 pm
by PvtParts
its barely a bump. a little over a month. my apologies, i got the link here through a pm and didnt notice when the last post was. but clearly this thread is not dead seeing how we've got active replies.
Hope i didnt do something serious..
yeah. it works fine. whats bad is the blue/green affect doesnt look as nice on the cis vehicles. Id prefer a darker color to reinforce the fact that they are more of a bad guy team.
Re: RE: works
Posted: Sat May 13, 2006 6:36 pm
by -_-
PvtParts wrote:yeah. it works fine. whats bad is the blue/green affect doesnt look as nice on the cis vehicles. Id prefer a darker color to reinforce the fact that they are more of a bad guy team.
I've been trying to figure out where that loads from as well. That green effect is very ugly on Infantry Units.
Posted: Sat May 13, 2006 7:16 pm
by PvtParts
Yeah. I wonder if you can just make it reference a different effect.
Is there even a sheild odf, or file?
I mean there has to be, but do we have it? Or are the developers protecting it jealously?!
Well, I guess we'll figure it out sooner or later
Posted: Sat May 13, 2006 8:05 pm
by -_-
I've checked all the common odfs, the droideka stuff, they're not there. Might be loaded off from the game. We'd have to try the hit effects.
Posted: Mon May 15, 2006 7:45 pm
by Big_rich
well take the fambaa for example: here is the shield effect odf it uses:
Shield("fambaa_shield")
{
Type("fambaa");
Texture("fambaa_shield2");
Color(255, 255, 255, 255);
SpecularColor(240, 160, 255);
Radius(60.0);
Height(30.0);
ViewAngleFactor(0.

;
TurnOnTime(10.0);
TurnOffTime(2.0);
ScrollRate(0.1);
}
Here is the fambaa shield_blg.odf:
[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"
I haven't messed with it much but you can call a diff texture doing it this way. It's set up as a weapon, so you could effectily use a setup like this for your trooper. Just have it a weapon they turn on and off.
Posted: Tue May 16, 2006 11:05 am
by Laser_shot
OFFTOPIC: did you got the faamba shield from the bf1 assets ?
Posted: Tue May 16, 2006 12:08 pm
by Big_rich
no, the fambaa is in the assets\worlds\nab\odfs /effects... One thing to note though is that the shield effect frm the fambaa doesn't work in MP, I beleive it's because it's too big and the game can't allocate enough assets for it
But if you take a look at the droikea shield, it, also uses a shield effect, a texture, a radius, height and colors, you could use a shield like the droideka. Make it a weapon, give it ammo, Mess with the numbers for height, radius, and maybe add a width, change the texture and make a nice looking personal shield. Only problem I could see is that you might run out of assets with 100 AI running around with a shiled effect on. Making them not all have the effect. But still use the shield.
Posted: Tue May 16, 2006 12:44 pm
by Laser_shot
i tryed to set the droideka shield to a trooper,i had the icon ingame and exported all the things to make it work but i dont worked
Posted: Tue May 16, 2006 12:50 pm
by richard
Can you add the shield to a unit?
Posted: Tue May 16, 2006 8:07 pm
by -_-
richard wrote:Can you add the shield to a unit?
yes. you really should consider reading the other pages

Posted: Tue May 16, 2006 8:07 pm
by Big_rich
here is an example of using a droideka shield on a trooper. This is kinda hastely thrown together, but it is functional. I just edited the tga a bit for effect. I diddn't work out the turn off and on thing yet either. But it could be tweaked to get a nice effect for your shields.
Posted: Sat Jun 03, 2006 2:31 pm
by Laser_shot
??

i like that shields

but how did u placed them,when i try it wont turn on...

Posted: Sat Jun 03, 2006 2:38 pm
by PvtParts
I think it would be interesting to have a sheild msh that roughly fits the figure of a common infantry unit, (very loose fit so different units can use it) and have a sheild surround that.
Posted: Mon Jun 05, 2006 12:38 pm
by firestrike
Big_rich wrote:
here is an example of using a droideka shield on a trooper. This is kinda hastely thrown together, but it is functional. I just edited the tga a bit for effect. I diddn't work out the turn off and on thing yet either. But it could be tweaked to get a nice effect for your shields.
really cool shields
Big_Rich