Shield on Object
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Trying to make one solar that caries dyson shield. The efect is seen but its penetrable. All I did is made power cell hold it. Here is a codes:
[Solar]
nickname = dyson_shield_cell
ids_name = 10911
ids_info = 10912
type = NON_TARGETABLE
DA_archetype = Solar\Dockable\nomad_power_cell.3db
material_library = ships\nomad\nomad_fx.txm
LODranges = 0, 20000
mass = 10000.000000
solar_radius = 10000
shape_name = NNM_SM_MINING
loadout = dyson_shield
shield_link = dyson_city_shield01, HpFx01
explosion_arch = explosion_dyson_city_generator
destructible = true
hit_pts = 200000
fuse = death_fuse_cell, 0.000000, 1[Loadout]
nickname = dyson_shield
equip = fx_dyson_city_shield, HpFX01
equip = dyson_city_shield_gen01, HpFX01[ShieldGenerator]
nickname = dyson_city_shield_gen01
DA_archetype = solar\misc\dyson_platform.3db
material_library = solar\solar_mat_dyson_city.mat
ids_name = 0
ids_info = 0
mass = 0
volume = 2
hit_pts = 500000000
HP_child = HpFX01
debris_type = debris_normal
regeneration_rate = 1000000
constant_power_draw = 0
rebuild_power_draw = 0
max_capacity = 1000000000
offline_rebuild_time = 0.001000
offline_threshold = 0.001000
shield_hit_effects = 0, gf_TLR_shield01
shield_collapse_sound = tl_disrupt
shield_collapse_particle = gf_TLR_powerout
shield_rebuilt_sound = tl_regenerate[Shield]
nickname = dyson_city_shield01
DA_archetype = solar\misc\dyson_city_shield.3db
HP_child = SpConnectWhat I do wrong?
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I think that is beacause the shield is directly into the Dyson City hitbox but I can do mistake.
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RimShot wrote:
not sure but try this:
shield_link = dyson_city_shield01, HpMount, HpFx01Yea, that worked for barrier to show up. Thanks!
Sadly its not the way it should be. With this, the effect is in one place and actual shield starts from object and downwards.The thing is, seems, that dyson shield is only properly used on dyson_city solar. The gap between HpMount and HpSheild01 is around 1K while on power cell - no gap at all.
Solved it the way in making a clone of dyson (dyson_fake) with only shield loadout and small hit points placed on exact same place.
U think why I needed to do it? Well, there was no any success with fuse to destroy hp attachments on it.Workaround is here, but when I find time, I get back to it and play with that once again.
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i think you need a custom sur file for it.
for now you can simplify the workaround by copying dyson_city.sur and replacing nomad_power_cell.sur since both are “3db type” sur files. that way you dont need to place a fake object.im not sure about the fuse, destroying hp attachment should work so maybe try to explain exactly what you want to do so we can help you get it working.
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The Dyson generator impulse fuse makes damage to Dyson (I can check by getstatusbase command). With that Dyson should drop shield but it stays. Here is all that matters:
[Object]
nickname = ST03B_dyson_city_02
ids_name = 0
ids_info = 0
rotate = 0, 0, 0
pos = -18412, 0, 18955
base = ST03B_01_Base
loadout = dyson_city_fake
archetype = dyson_city_fake
reputation = fc_n_grp[Solar]
nickname = dyson_city_fake
ids_name = 10913
ids_info = 10914
type = SATELLITE
DA_archetype = solar\misc\dyson_city.3db
material_library = solar\Solar_mat_dyson_city.mat
loadout = dyson_city_fake
LODranges = 0, 100000
solar_radius = 100000
shape_name = NNM_SM_ROCK_ASTEROID
shield_link = dyson_city_shield01, HpMount, HpShield01
destructible = true
hit_pts = 200000
fuse = shield_death_fuse, 0.000000, 190000
;fuse = shield_death_fuse, 0.000000, 1 this also doesnt work[Loadout]
nickname = dyson_city_fake
equip = fx_dyson_city_shield, HpShield01
equip = dyson_city_shield_gen01, HpShield01[fuse]
name = shield_death_fuse
lifetime = 0.100000
death_fuse = true[destroy_hp_attachment]
hardpoint = HpShield01
at_t = 0.000000
;at_t = 1.000000 even this value not helps
fate = disappear[destroy_hp_attachment]
hardpoint = HpMount
at_t = 0.000000
;at_t = 1.000000 even this value not helps
fate = disappear -
hm, i’m not a fuse expert, but try to see if the fuse is actually triggered at all. maybe by starting some kind of visual fx like huge white flash.
if it starts then maybe it only destroys the first hp attachment, put fx and shield on different hardpoints to verify that. otherwise a hack could possibly make it work.
at the moment the only other solution i can think of is to make a new model with the generators included as collision groups. not easy to make a proper sur file then i’m afraid. -
[fuse]
name = fuse_dyson_city_powerbeams
lifetime = 3.500000
death_fuse = true[start_effect]
effect = dyson_city_beam
hardpoint = HpFX02
at_t = 0.000000
attached = true[start_effect]
effect = dyson_city_beam
hardpoint = HpFX03
at_t = 0.000000
attached = true[start_effect]
effect = dyson_city_beam
hardpoint = HpFX04
at_t = 0.000000
attached = true[start_effect]
effect = dyson_city_beam
hardpoint = HpFX05
at_t = 0.000000
attached = true[start_effect]
effect = dyson_city_beam
hardpoint = HpFX06
at_t = 0.000000
attached = true[destroy_hp_attachment]
hardpoint = HpFX02
at_t = 1.000000
fate = disappear[destroy_hp_attachment]
hardpoint = HpFX03
at_t = 1.000000
fate = disappear[destroy_hp_attachment]
hardpoint = HpFX04
at_t = 1.000000
fate = disappear[destroy_hp_attachment]
hardpoint = HpFX05
at_t = 1.000000
fate = disappear[destroy_hp_attachment]
hardpoint = HpFX06
at_t = 1.000000
fate = disappearNo luck! This fuse also runs forever and only way to stop it is destroy_root at the end and kill solar for good (do I need dyson_fake2?).