Welcome Guest! To enable all features please Login or Register.

Notification

Icon
Error

Options
Go to last post Go to first unread
Offline mr_hymn_  
#1 Posted : Thursday, April 20, 2017 10:20:27 PM(UTC)
mr_hymn_
Major
Joined: 2/28/2017(UTC)
Posts: 410
Thailand
Location: Bangkok

Thanks: 63 times
Was thanked: 145 time(s) in 127 post(s)
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

Sponsor
Offline acidbrain  
#2 Posted : Thursday, April 20, 2017 11:37:15 PM(UTC)
acidbrain
General
Joined: 12/30/2011(UTC)
Posts: 982

Thanks: 95 times
Was thanked: 574 time(s) in 364 post(s)
Not new, check out Contra mod...

UserPostedImage
Panem et kirkinses
thanks 2 users thanked acidbrain for this useful post.
mr_hymn_ on 4/21/2017(UTC), AdrianeMapMaker on 4/21/2017(UTC)
Offline Zatsupachi  
#3 Posted : Friday, April 21, 2017 4:01:07 PM(UTC)
Zatsupachi
Major
Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 5 times
Was thanked: 213 time(s) in 155 post(s)
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

"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 1 user thanked Zatsupachi for this useful post.
mr_hymn_ on 4/21/2017(UTC)
Offline Annihilationzh  
#4 Posted : Friday, April 21, 2017 6:20:03 PM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,779
United Kingdom

Thanks: 26 times
Was thanked: 475 time(s) in 331 post(s)
Originally Posted by: acidbrain Go to Quoted Post
Not new, check out Contra mod...

UserPostedImage

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.
Offline Zatsupachi  
#5 Posted : Friday, April 21, 2017 10:43:32 PM(UTC)
Zatsupachi
Major
Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 5 times
Was thanked: 213 time(s) in 155 post(s)
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

"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.