logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,678
Total Threads: 8,800
Posts: 95,869

Administrators:
DeeZire, Redemption

There are currently 26 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 08-09-2003, 04:05 AM   #11 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

I know I said next week but I'm bored....

1. Add the following code to the bottom of your system.ini file.

;------------------------------------------------------------------------------
Object ShieldEffectSpheroid

KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End

Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 5
Lifetime = 200
StartFadeTime = 10
StartScale = 5.00 ;
TargetScaleMin = 5.00 ; might need changing to match lasers range...
TargetScaleMax = 5.00 ;
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:32 G:64 B:255
EndColor = R:0 G:0 B:0
End

Geometry = SPHERE
GeometryMajorRadius = 30.0
GeometryIsSmall = No

End


2. Add the following code to the bottom of your OCL.ini file.

; ---------------------------------------------------------------------------------------
; Shield Effect for ...shields
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ShieldEffectSpheroids

CreateObject
ObjectNames = ShieldEffectSpheroid
Count = 1
End

End

3. Add the following line of code to the paladin PD laser in the weapon.ini file:

FireOCL = ObjectCreationList OCL_ShieldEffectSpheroids

4. Give it to a unit and test in game - might need slight tweaking for cosmetic reasons though.

I haven't tested this yet but it should work... also, this method isn't perfect because it will still take things offline - but only for 0.2 of a second. This is enough to knock aircraft (including yours) out of the sky though so be careful....
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-09-2003, 04:12 AM   #12 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

Why is the disable durayion 5? It should be zero. That would be a cool shield, but I think want the wanted was one that always shows? You could give the structure enhanced life or different armor when they turn on the shield to protect against machinegun fire. I don't think you tested this because doesn't the model need a bone called LASER for the laser to shoot correctly? And because you still are using the paladin laser graphics you will see the red beam of light.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-09-2003, 04:27 AM   #13 (permalink)
Senior Member
 
Join Date: Apr 2003
Posts: 138
Default

If the model doesn';t have the LASER bone, it doesn't show the laser when firing - tried it on my jets as anti-misslle defenses, doesn't show the laser at all, but still shoots down the missiles
Silenced_Sonix is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-09-2003, 05:03 AM   #14 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

I had an idea, not sure if it would work though.

If you want the shield to last for 10 seconds, have the upgrade fire a weapon which creates the shield graphic with a lifetime of 10000. It would also activate the laser weapon on the structure which would disapear after 10 secs (possible or not?)
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-09-2003, 05:56 AM   #15 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

Minor point: If you have already used the code above for the shield effect, go back to it and delete the line:


DisableFXParticleSystem = EMPSparks


because it really screws everything up (lots and lots and lots of sparks continuing for about 10 minutes......)
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-10-2003, 12:28 AM   #16 (permalink)
Junior Member
 
Join Date: Jul 2003
Posts: 8
Default

We'll defiantely give that a shot and see what happens!
Inf1d3l is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-10-2003, 01:25 AM   #17 (permalink)
Junior Member
 
Join Date: Jul 2003
Posts: 8
Default

OK, we added the everythign in and it all goes well up until we give the building in question a weapon.

WeaponSet
Conditions = None
Weapon = PRIMARY ShieldingLaser
AutoChooseSource = PRIMARY FROM_AI
End

The Weapon is named ShieldingLaser and that code is:

Weapon ShieldingLaser
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
AttackRange = 65.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = Yes
LaserName = PointDefenseLaserBeam
FireFX = WeaponFX_PaladinPointDefenseLaser
FireOCL = ObjectCreationList OCL_ShieldEffectSpheroids
End

Now am i missing something here or is Gerenals just on a vendetta against me tonight? :/
Inf1d3l is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-10-2003, 03:09 AM   #18 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

does the building have any fire points for it actually fire the weapon from?

Also, try checking your releasecrash file to see what went wrong
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-22-2003, 01:51 PM   #19 (permalink)
Junior Member
 
Join Date: Jul 2003
Posts: 8
Default

The building's weapon works, and it does have a spot to fire from, but i think i'm messing up the code, cause it just wont load for me
Inf1d3l is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-22-2003, 01:55 PM   #20 (permalink)
Junior Member
 
Join Date: Jul 2003
Posts: 8
Default

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBPwrPlant
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
WeaponLaunchBone = PRIMARY Laser
WeaponFireFXBone = PRIMARY Laser
End

This correct?
Inf1d3l is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Adding Shields in Star Wars-like fashion NEONecd888 Generals & Zero Hour Editing 37 06-15-2005 11:53 AM
force shields loid Generals & Zero Hour Editing 5 06-15-2005 01:43 AM
shields and transforming units evirus Generals & Zero Hour Editing 16 03-28-2003 01:43 PM


All times are GMT -4. The time now is 01:14 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.