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

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Old 08-08-2003, 01:23 AM   #1 (permalink)
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Default Shields

Does anyone know of anyway to write in an energy shield. I was thinking something along the lines of editing the EMP so it doesn't take stuff offline, stays longer, and stops projectiles.

Basically I am looking for this to be a building upgrade so it just covers the building, but is it possible to spawn a "structure" like that so both of them would act independently?
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Old 08-08-2003, 02:14 AM   #2 (permalink)
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Well, you could make an upgrade that changes the building graphics so it emits particle that look like an energy shield and have that same upgrade change the armor or increase the health of the building. Thats a hacky way to do it, but its probably the easiest way to do it.
[EDIT]I just though of something. Make an invisible paladin laser that has the range at the position of the energy shield particle that shoots down incoming missiles there. That would be cool.[/EDIT]
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Old 08-08-2003, 05:12 AM   #3 (permalink)
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nice idea but i posted that some time ago noone replied to it
i havent got it working yet , i dont know the kindof it should be if its to stop projectiles
here have a look
Object ProtectorDome

KindOf = COLLIDE ;??????????
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End

; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 0
Lifetime = 35000
StartFadeTime = 30000
StartScale = 0.1
TargetScaleMin = 6.00
TargetScaleMax = 6.00
; SpinRateMax = 0.04; NIX'D by MLorenzen, nov 11
StartColor = R:0 G:0 B:60
EndColor = R:0 G:0 B:0

DisableFXParticleSystem = EMPSparks

End

Geometry = SPHERE
GeometryMajorRadius = 100.0
GeometryIsSmall = No

End
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Old 08-08-2003, 11:00 AM   #4 (permalink)
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Paladin laser idea would work except it wouldn't stop machine gun fire or tank shells.
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Old 08-08-2003, 11:32 AM   #5 (permalink)
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Yeah, is the paladin laser hard-coded? I mean can you change what it shoots down?
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Old 08-08-2003, 12:37 PM   #6 (permalink)
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i think the emp bomb moderfid will look like the one in ra2
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Old 08-08-2003, 12:58 PM   #7 (permalink)
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Quote:
Originally Posted by old_man_funk
Yeah, is the paladin laser hard-coded? I mean can you change what it shoots down?
You can change it to shoot down projectiles as well but since machine gun weapons do not use projectiles....

It should be able to block tank shells though.
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Old 08-09-2003, 01:03 AM   #8 (permalink)
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I thought that machine guns had projectiles but they were invisible? Otherwise how would the tracer particles work?
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Old 08-09-2003, 02:51 AM   #9 (permalink)
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The tracers are part of the fire FX. As an example:

WEAPON FOR TECHNICAL:

;------------------------------------------------------------------------------
Weapon TechnicalMachineGunWeapon
PrimaryDamage = 8.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 120.0
DamageType = COMANCHE_VULCAN
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_TechnicalGunFire
VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire
FireSound = TechnicalWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

FX FOR TECHNICAL FIRE:

; ----------------------------------------------
FXList WeaponFX_TechnicalGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 25
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = GattlingCannonLenzflareIntense
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShells
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:230 G:204 B:179
Speed = 300
Probability = 0.25
End

End
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Old 08-09-2003, 02:57 AM   #10 (permalink)
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This should make a weak shield (won't protect against non-projectile weapons)

;------------------------------------------------------------------------------
Weapon PaladinPointDefenseLaser
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 = No : set to Yes to be anti-projectile
LaserName = PointDefenseLaserBeam
FireFX = WeaponFX_PaladinPointDefenseLaser
End

Remember to add AutoChooseSources = [PRIMARY/SECONDARY] FROM_AI to the unit or building you are giving this ability in order for it to actually target missiles and things.

Coming next week: A way to add the emp pulse sphere thing to make it look like they are being deflected by a shield....
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