Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Flipside on April 24, 2004, 04:55:55 pm
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If I am right, then making a model with shields that extend far beyond the hull would protect any ship inside the volume of that shield, by absorbing firepower? ie. Is the shield activated by shots hitting it, or the mesh it is attached to?
Just wanted to find out for certain before I start thinking about ShieldShips ;)
Flipside :D
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Easy way to test, get a Seraphim, put a turret inside it(Partially, with the end hanging through the ship so that it pokes out).
Disable the Sera, Disarm the Sera, shoot it with subach or something ;)
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yeah that should work, in theory
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K' Time for the famous Cube prototype ship to make it's appearance again, I think, and I'll try it and find out :D
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Cube MkII: with 6-sided shield prototype! ;)
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you should actualy probly use a medium dencity geodecic sphere for the sheilds, the sheild code doesn't like four sided polygons or sharp edges
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Will do, I'll let people know how it goes :)
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You want to have a shipe use it's shield to protect ships flying near by? Interesting.
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LOL If I can get the bloody thing to work, yes, my quick throw together jobby didn't work at all. Though, by shooting enemy ships, I'm more or less certain that it should.
Could be my mega-fast Truespace modelling (one cube, one big sphere, two lights). Or, more likely, my tabling skillz, which tend to be limited to copy and paste.
I have one main concern about being able to fly through the shield, but I'll check it out tomorrow when I'm more awake :)
Edit : My first thought is that they would be great for lurking around important subsystems on large caphsips and soaking up anti-subsystem weapons etc. They wouldn't last long against bombs, but they might just last long enough ;)
I was thinking the GTSS Mithril might be a nice name :)
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oh, something I remember from an interesting... object... that I made for BWO, if you have realy realy big sheilds you're going to need to make a big invisable cube that incompases it, unless PCS corected this issue. if it seems like the sheild isn't getting hit corectly add a big cube with the invisable texture applied to it that is bigger than the sheild.
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Yes. I thnk that may be the problem, from looking at it in modelview, the sizes have got pretty confused in the conversion, and that's direct from Truespace, nothing else used. I'll try that one tomorrow and see if it helps :)
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well it's the bounding box and bounding sphere that is in question, if the shield exceeds these it will be outside were the game think all of the colidable parts of the ship are and won't get hit, or it will be extreemly unreliable
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It works Flip. The poseidon's shield mesh does a similar thing for its cargo container, go check it out in modelview.
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Hmmmmmmmmm..... Yes, I remember, I'll have a go at that a little later :D
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now theres an idea...how about Portable Shield Defense Grids? little retextured cargo containers with humongous shield diameters for the GTVA to set up around vital installations? =D
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Which brings the question:
What happens with intersecting shield meshes?
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nothing, the only time it might get a little flaky is if you shoot right along the seem were both shields would get hit at right about the same time, in wich case wich ever ship is checked for colisions first (totaly arbitrary) will likely recive the hit.