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Shield Emitter
Posted: Fri Aug 03, 2007 1:39 am
by {(ss)}E_Pluribus_Unum
Hello,
I put a cis_weap_walk_droideka_shield on my jettrooper and whenever i activate/de-activate anything on that weapons channel it activates/de-activates the emitter. I'm assuming it's because they didn't expect the shield to share a channel so they left out a small bit of text.
I appreciate any answers y'all give
Thanks,
Unum
Posted: Fri Aug 03, 2007 7:17 am
by Alpha-17
I don't think you can fix that ... It's like this in all maps which have the shield ...
Re: Shield Emitter
Posted: Sat Nov 03, 2007 6:46 am
by Silas
This wont really be helpful if you need the shields to be able to turn on/off, but you could put permanent shields that regenerate on your trooper. I believe the thing you put in your .lua is:
MaxShield:whatever you want. 2000 is my preference
AddShield:again, whatever you want based on how fast you want shields to regenerate.
Re: Shield Emitter
Posted: Sat Nov 03, 2007 2:48 pm
by trainmaster611
Yeah, unfortunately, if you give a droideka shield to a weapon channel, it will activate any other secondary weapon you will have there. Or if you try to use the other secondary weapon, it will activate the shield.
I would follow Silas advice. That line will allow you to have automatic regenerating shields so you don't have to activate them manually and it doesn't mess with the weapon channel.
In the unit ODF, put this
Code: Select all
MaxShield = "100"
AddShield = "100"
You can fill in your own numbers of course.
Re: Shield Emitter
Posted: Sat Nov 03, 2007 3:54 pm
by Aman/Pinguin
Yeah I would use that way. Btw the effect of the unit odf shield looks better for soldiers. 
- Pinguin/Aman