Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on February 11, 2007, 08:53:32 pm
-
I have added shield generator subsystems to the FS2 source code. When all generators on a ship are destroyed, its shields will cease to function:
(http://fs2source.warpcore.org/temp/noshields.jpg)
Now you can do stuff like this:
(http://fs2source.warpcore.org/temp/shieldglobe.png)
HEAD builds and a sample mission can be found here:
http://fs2source.warpcore.org/exes/shieldtest.zip
I've modified the Akheton to be a shield-piercing weapon, so you can just fire away at the shield system and watch what happens when its strength gets low.
To make a shield system on a ship, create a subsystem with "shield" in the name. "Shield", "Shields", and "Shield Generator" will therefore all work.
No, I don't know why some of the hud gauges aren't appearing in this build. I'm guessing it's a bug either taylor or I introduced during the past day or two. :nervous:
-
Looks cool :yes2: and it will make for new mission designs !!!
-
No, I don't know why some of the hud gauges aren't appearing in this build. I'm guessing it's a bug either taylor or I introduced during the past day or two. :nervous:
Yeah, that one is me. It's a known bug in some of the code I just committed, but it appears to be Windows only, which is why I hadn't tracked it down yet. It will be worked out before the night is over though and a fix added to CVS.
-
Now thats dedication!
Do the shields get weaker as the subsystem gets more damaged? :D
-
yeah, its' like he's getting paid or something :lol:
-
... wow! now, to immediately ask for more :p (soz!)... does it have support for more than one shield system? ie, in the screenie Goob posted, if you only took out one of the SD's two shield generators, do the shields recharge at half speed, and then if you destroy the other, cease to function? Also, as Taristin said, do they work like the weapons and sensor subsystems on your ship? ie, as the weapons system gets near critical damage, you start having misfires, as the sensor system gets near critical, it starts acting like your being hit with EMP.
:D ty alot for the work though.
EDIT: just remembered - what about shield storms? :nervous:
-
Bad editing of the movie combined with an assumption made by games that everyone jumped on board with... Those things aren't shield generators...
Alas, I digress
-
... but I was always told by me Star Wars-freak friend of mine that they were! (and he had all the books-!)
-
http://www.theforce.net/swtc/towers.html#globes
:p Ur right, maybe I just dreamed he said that... :nervous:
-
Thanks Goober for the new system... it will make things more interesting :)
-
nope, you didn't. It's fooled many, including the creators of Empire at War, and many other Star Wars game makers. Still, I love the idea, and the point the picture was intended to bring across is well taken.
-
Do the shields get weaker as the subsystem gets more damaged? :D
Try it and see. :p
does it have support for more than one shield system?
Yup. You can have more than one shield generator just like you can have more than one engine system (or weapon system, à la Inferno's Sol Gate, or sensors, or comms, etc...). The game code takes care of that internally.
Also, as Taristin said, do they work like the weapons and sensor subsystems on your ship?
Yup. If the overall generator strength is above 50%, shields are at 100%. If it's below 50%, shields decrease logarithmically to 0. Also, if the generators are below 30%, the shield isn't 100% reliable. :D
EDIT: just remembered - what about shield storms? :nervous:
Huh?
Those things aren't shield generators...
Yeah, officially, they're sensor globes. Bor-ing. Unofficially, everybody knows what they are. :p
-
Points to 3 pages of discussion (http://www.game-warden.com/forum/showthread.php?t=3211) as proof that they don't.
I'd rather see the shield behaviour as FRED definable so that you could have shields which decreased linearly, logarithmically or not at all based on what you want though.
-
EDIT: just remembered - what about shield storms? :nervous:
Huh?
Um, I've heard that when you damage a shield system on a Star Destroyer enough, (or maybe that was if it was hit with a planetary ion cannon, I can't remember), a shield storm erupts for a while, and the shields on a Star Destroyer become visible. See the opening cutscene in X-Wing Alliance...
-
It's not really a shield storm as much as the effect was intended to show
the electrical discharge or "frying" of components as the energy raced along the
hull... not the shield.
You're referring to the effect just after this scene....
http://www.emergentchaos.com/images/05-nov/ion-cannon.jpg
Of which I'm fairly sure you can see the same effect duplicated in the Gungan
land battle at Naboo in EP 1. The blue orbs caused the little electrical effect as well.
So really - it's not the shield, it's a hit effect on the actual structure being attacked.
The ion cannon on Hoth was supposedly similar to a ISD or comparable ship to ship ion cannon
from what I've read. Just with a much greater distance. If memory serves - that ESB scene -
the ISD took 3 or 4 hits to be disabled and the ion bolts had no visible effect when hitting/passing through the
shield system.
However, besides the ion cannon vs. hull "ion storm" there was a part in one of the Xwing books
where Wraith Squadron had made a hole in a ISD's bottom generator dome - and there was an energy
discharge or "lightning" effect mentioned going on amongst the components within the hole.
I think the "shield hit by laser/ shield hit by ion cannon" temporary electrical storm was probably something else seen in the game
cutscenes as well.... simply again for effect.
-
Do the shields get weaker as the subsystem gets more damaged? :D
Try it and see. :p
Can't. Still waiting for ATi to take off their dark helmets and get OGL to function properly in Vista.
Also, as Taristin said, do they work like the weapons and sensor subsystems on your ship?
Yup. If the overall generator strength is above 50%, shields are at 100%. If it's below 50%, shields decrease logarithmically to 0. Also, if the generators are below 30%, the shield isn't 100% reliable. :D
See? Was that so hard? :p
-
another feature i always wanted, yay!
-
Cool. Can think of a few cool places to use this.
*Avoids inevitable SW shield generator/sensor dome argument.*
-
Remember when Bob made that Diemos that had a shield?