Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
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What I am thinking is maybe we can do something different from what game is given to us. What I am thinking is. Should we use EMP spheroid model maybe? OCL the spheroid and giving it maxlife 10000 ms (10 seconds) Armor is InvulnerableAllArmor. Should we make it like shield generator or the shield can be spawn at the source location? The point is big forcefield can eat all weapons but it can't protect the unit inside from area damage weapon. hmmmm..... Code:
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
DamageFX = None
End
EditorSorting = VEHICLE
KindOf = FORCEATTACKABLE NO_HEAL_ICON NO_SELECT IGNORED_IN_GUI CLICK_THROUGH PRELOAD IMMOBILE
Body = ImmortalBody ModuleTag_03
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = DeletionUpdate ModuleTag_05 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update
MaxLifetime = 10000
End
Behavior = AutoHealBehavior ModuleTag_06
HealingAmount = 100
HealingDelay = 500 ; msec ; essentially sleep forever, since lifetime is 0, below
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE INFANTRY STRUCTURE AIRCRAFT
SingleBurst = No
End
Geometry = SPHERE
GeometryMajorRadius = 0.5
GeometryIsSmall = No
The moduletag06 is for a little guarantee that unit inside won't get killed so easily while forcefield is active. Any better idea? Or if someone can help me with texturing the forcefield I would be really appreciated. Edited by user Thursday, April 20, 2017 10:22:10 PM(UTC)
| Reason: fix the code a little
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General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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Not new, check out Contra mod... |
Panem et kirkinses |
2 users thanked acidbrain for this useful post.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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So after an hour of testing. There's a way to make forcefields! However, there's 1 caveat~ it can only protect from PROJECTILE weapons. It cannot protect against instant weapons like small-arms and lasers. Simply: ForceField Object Code:
;------------------------------------------------------------------------------
Object ForceField
; *** ART Parameters ***
SelectPortrait = SAPowerPlant_L
ButtonImage = SAPowerPlant
; ---- Shld ------
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:ColdFusionReactor
Side = America
EditorSorting = STRUCTURE
Prerequisites
End
BuildCost = 1
BuildTime = 1.0 ; in seconds
EnergyProduction = 0
EnergyBonus = 0
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End
CommandSet = StopOnlyGenericCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = ColdFusionReactorSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD NO_SELECT STRUCTURE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY DEFENSIVE_WALL IGNORED_IN_GUI CLICK_THROUGH
Body = StructureBody ModuleTag_06
MaxHealth = 99999.0
InitialHealth = 99999.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = BaseRegenerateUpdate ModuleTag_08
;No data
End
Behavior = DestroyDie ModuleTag_10
;nothing
End
Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = DeletionUpdate ModuleTag_33
MinLifetime = 20000
MaxLifetime = 20000
End
Behavior = FireWeaponCollide ModuleTag_34
CollideWeapon = ForceFieldProjectileDamage
End
Behavior = TransitionDamageFX ModuleTag_17
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Scale = 1.5
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
Weapon Code:
Weapon ForceFieldProjectileDamage
PrimaryDamage = 80
PrimaryDamageRadius = 5
AttackRange = 1
DelayBetweenShots = 250
DamageDealtAtSelfPosition = Yes
RadiusDamageAffects = ALLIES
DamageType = HAZARD_CLEANUP ;uncommon damage type
End
Modified ProjectileArmor Code:
Armor ProjectileArmor ;Missles are armored from basic damage
Armor = DEFAULT 25% ;this sets the level for all nonspecified damage types
Armor = FALLING 0% ;projectiles are immune to falling damage
Armor = LASER 100% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = SMALL_ARMS 25% ;gives Quad and gattling a little more punch.
Armor = MICROWAVE 0%
Armor = GATTLING 25% ;resistant to gattling tank
Armor = HAZARD_CLEANUP 400% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = SUBDUAL_MISSILE 100%
Armor = SUBDUAL_VEHICLE 0%
Armor = SUBDUAL_BUILDING 0%
Armor = HACK 0%
End
Edited by user Friday, April 21, 2017 4:07:00 PM(UTC)
| Reason: Not specified |
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1 user thanked Zatsupachi for this useful post.
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Originally Posted by: acidbrain Not new, check out Contra mod... I was stunned when that was added. Contra's Creator turned every bullet-based weapon into a projectile, just so that it could be stopped by the shield. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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Does it stop lasers? It's been awhile since I last checked on the Contra mod. (As with the method I have right now, it kills projectiles via HAZARD_CLEANUP, you can use any other uncommon/unused damage type for this though like HACK, PENALTY and others, just make sure you also make everything else resistant to the damage type you use under the shield.) Edited by user Friday, April 21, 2017 10:48:57 PM(UTC)
| Reason: Not specified |
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