mr_hymn_
  • mr_hymn_
  • 50.25% (Neutral)
  • Major Topic Starter
8 years ago
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.....


  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.
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acidbrain
8 years ago
Not new, check out Contra  mod...

UserPostedImage
Panem et kirkinses
Zatsupachi
8 years ago
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

;------------------------------------------------------------------------------
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

Weapon ForceFieldProjectileDamage
  PrimaryDamage = 80
  PrimaryDamageRadius = 5
  AttackRange = 1
  DelayBetweenShots = 250
  DamageDealtAtSelfPosition = Yes
  RadiusDamageAffects = ALLIES
  DamageType = HAZARD_CLEANUP ;uncommon damage type
End

Modified ProjectileArmor

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

"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
Annihilationzh
8 years ago

Not new, check out Contra  mod...

UserPostedImage

Originally Posted by: acidbrain 


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.
Zatsupachi
8 years ago
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.)
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
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