No shield hit detection
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Hey peoples,
i have a problem i never had before in 4 years of modding.For our next release we converted a few BSG ships into fl, they all work well with one exception.
The Colonial Defender model which i use as cruiser class ship has no shield damage detection.
All shots go directly to the hull.First of i though hey damned surs … but its not the sur i mad 2 new and also copied a single part sur from a bs to the model but all damage goes directly to the hull.
I’ve recoded it (twice).
And reexported it with ms3d (also twice).
But nothing works.
All ideas are welcome.
MindEdit: I’ve attached the cmp +mat and a single part sur.
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/push
Has anyone an idea?
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**Did you create the proper linkage in shiparch.ini for the shield mount?
Also, you can make a sur with my program, I was using this model as one of the test models…**
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As LS says you must have a shield_link = line in your shiparch.ini definition, for example:
shield_link = l_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03
This ship has 3 shield mounts - HpShield01, HpShield02, HpShield03. HpMount must always be defined in the line.
The shield type l_freighter_shield01 is a vanilla shield, defined in select_equip.ini as follows:
[Shield]
nickname = l_freighter_shield01
DA_archetype = SHIPS\liberty\li_freighter\li_freighter_shield.3db
HP_child = SpConnectYou can also copy and resize and rename this shield and save it in a different folder if you have larger ships, it’s just a bubble. I did that and have a dreadnought_shield01, dreadnought_shield02 etc. at two and three times the freighter size.
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[Ship]
ids_name = 525230
ids_info =
ids_info1 = 525230;history
ids_info2 = 66608
ids_info3 =
ship_class = 3
nickname = col_defender01
LODranges = 0, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = Ships\BSG\col_defender.cmp
material_library = Ships\BSG\col_defender.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\custom\alkesh.ini
max_bank_angle = 30
camera_offset = 45, 240
camera_angular_acceleration = 0.100000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 100
shield_battery_limit = 180
hit_pts = 150000
mass = 900
linear_drag = 1.000000
fuse = NU_damage_cruiser_sml_01, 0, 40000
fuse = NU_damage_cruiser_sml_02, 0, 20000
fuse = nu__sml_cruiser_fuse01, 0, 0.5
explosion_arch = gf_explosion_rh_battleship_flashbang
hold_size = 400
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 2400000.000000, 2400000.000000, 2400000.000000
angular_drag = 3400000.000000, 3400000.000000, 3600000.000000
rotation_inertia = 1000000.000000, 1000000.000000, 1000000.000000
nudge_force = 50000
strafe_force = 30000
strafe_power_usage = 25
HP_tractor_source = HpTractor_Source01
num_exhaust_nozzles = 4
shield_link = b_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09, HpTurret10, HpTurret11, HpTurret12
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield02
hp_type = hp_freighter_shield_special_2, HpShield03Its all defined correct, when i place another model where the defender is anything is fine.
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**Ok, this is from my own experience and may not be applicable in your case….
2 shields max - this includes NPCs and players
Freighter shield - must match the shield mounted
weaponmoddb.ini - sets the pass thru rate of different weps
Other than that I have no idea what could be causing it…**
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The b_freighter_shield01 is used by the Clydesdale Bretonia Freighter.
This might just be a little small for a ship of this size. -
interesting… there has never been a good definition on the (shield_link
param… well none i’ve found anyways, most tuts just gloss over it & say something like “as long as you have one” …Obviously I’ve used fighter links for fighters… elite for elite & so forth but many of us are totally in the dark as the “why” of it… & whats a nogo.
Anyone interested in elaborating more on this?? or a link to an archive were its explained…
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I read somewhere that if the model is larger than the shield the model’s sur is used instead.
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LancerSolurus wrote:
weaponmoddb.ini - sets the pass thru rate of different wepsSlight correction, it’s not for pass thru rate but damage reduction/increase based on interaction between shield type and weapon type.
In Freelancer there is no such thing as shield pass thru. All damage registers to your shields until they fall and THEN damage registers to the hull.