Shield Effect
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Hello Everyone,
I’m currently trying to create a shield that displays an ale effect, as long as it is not depleted/online.
Kinda the opposite of what shield_collapse_particle does.Things I tried:
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Make it a shield_hit_effect that runs infinite
-Works as intended, but is not centered on the ship, instead where it was hit.
-You have to get hit first, before that nothing is displayed
-You get one instance for each of the first four? hits, which means a lot of particles -
-Make it an attached Fx
-Works, but of course the effect does not stop when the shield goes down
[d]I don’t fully understand how the story missions handle this,[/d]
but it looks like some fuse trickery which won’t work in my case.I have not found a solution to this yet. Attached is an image of the attached_fx variant.
Am I missing something/any ideas I can try? -
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So I managed to understand how the story missions do this:
With triggered fuses that destroy the shield generator and the attached equipment to disable the particle emitter
Seriosly DA? m(I also tried to add geometry to the [Shield] object from select_equip,
but either the texture or the 3db model is not loaded,
resulting in an invisible mesh. So that doesn’t work either.