Nomad/Tekagi's Shield
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And as long as I’m on the subject, The shield on Tekagi’s arch is transparent, by which I mean it doesn’t shield the dock from player docking/undocking. It does seem to block weapons fire, but a player can just dock and undock without problems. Is that typical? Is there a way to fix that?
Short of moving the docking/undocking hardpoints, is there a way to expand the radius of the shield globe? I don’t see it listed as a separate object, nor do I see a setting within the arch archetype. -
You can make the shield drop, I know of a couple of servers that have special admin weapons (of ludicrous power) to punch a hole in the shield and keep it down for docking. Or if you dont fancy that try modding the shield entry in select_equip.ini
[ShieldGenerator] nickname = space_arch_shield_gen01 DA_archetype = solar\asteroids\models\mine_radiate1.3db material_library = solar\ast_mines.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 ```As you can see it will take a vast beating with its "1000000000" capacity
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The shield generators don’t exist in the MP files, only in the mission files for the single player game.
So, what do you recommend? Adding in the shield generators and making them destructable with the idea that the destruction of the shield generators would drop the shield? I didn’t think that would work without the hard coding applicable to the single player missions.
At any rate, reducing the capacity and hit points of the shield generators did nothing. The ship and weapons fire still bounce off the shield although the docking point for the base seems to be outside the shield allowing the ship to dock/undock.
The space_arch_shield.3db seems to be a blank file so all info on the shield bubble itself must be hard coded.
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http://youtu.be/KtAQeO84Qegcheck this video out. i will be doing this again soonhttp://www.youtube.com/watch?v=KtAQeO84Qeg
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robocop wrote:
I didn’t think that would work without the hard coding applicable to the single player missions.With some type of workaround it can be simulated like SP.
Check this thread
I managed to fully accomplish missions 12&13 as MP type. -
Thanks for the responses.
Two things though,
@ rsabatino - No shield is mounted on the arch at all according to that video. I’m not looking to eliminate the shield, I’m wishing to be able to temporarily kill it and permit it to respawn after a few minutes, kind of like a weapons platform where you can disable it for a time but then it respawns and starts shooting again.@ sumanati, I didn’t see that you posted a solution to your issue there with the nomad shield. I wonder what would happen if you took the four shield generators (or was it six…?) and have each one have a shield generated. In effect there would be as many shield bubbles as generators, requiring all generators to be killed in order for the shield to drop. Is that even possible? That still wouldn’t answer whether or not the shields would respawn after a time.
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If you look through the mission files you’ll find all the positions for the generators for the arch, lair and city. Place them into the relevant system and the shield will drop when you destroy them just like in the missions.
The shields are dropped by a fuse attached to the solar, so the fuse won’t work unless you destroy the generators listed in the fuse.
I doubt the generators will simply respawn again on a time limit though.
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In my case where this works on nomad lair:
- Using the destructible power cell that has attached nomad shield.
- Using adoxa’s persistent destructible plugin
- Using the fuses for impulse and death on/of objects
When the generators r killed, they make impulse that kills power cell and thus destroy the shield. The base is dockable but after undocking/revisiting the system the shield is back without the possibility to be destroyed again.
That is not a case u want and to be able to use the destruction of a shield over and over like when u destroy a base and kill turret defense for a period of time without server restart.
For me it suits good - the players has only one chance to succeeded.
So far as I see the shields can be only once destroyed and no more.
P.S. For a Dyson thing - there is a posted solution with fuse that kills totally first dyson_fake object that caries the shield. The other (with more hit points) stays for further purpose.
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robocop wrote:
…… At any rate, reducing the capacity and hit points of the shield generators did nothing. …Possibly raising
offline_rebuild_time = 0.001000
will do the job.