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

Title: Quick coders shield question....
Post by: Flipside on April 24, 2004, 04:55:55 pm
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
Title: Quick coders shield question....
Post by: QuantumDelta on April 24, 2004, 07:30:10 pm
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 ;)
Title: Quick coders shield question....
Post by: Bobboau on April 24, 2004, 07:33:26 pm
yeah that should work, in theory
Title: Quick coders shield question....
Post by: Flipside on April 24, 2004, 08:35:35 pm
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
Title: Quick coders shield question....
Post by: StratComm on April 24, 2004, 08:37:51 pm
Cube MkII: with 6-sided shield prototype! ;)
Title: Quick coders shield question....
Post by: Bobboau on April 24, 2004, 08:57:21 pm
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
Title: Quick coders shield question....
Post by: Flipside on April 24, 2004, 09:10:55 pm
Will do, I'll let people know how it goes :)
Title: Quick coders shield question....
Post by: Taristin on April 24, 2004, 10:08:39 pm
You want to have a shipe use it's shield to protect ships flying near by?   Interesting.
Title: Quick coders shield question....
Post by: Flipside on April 24, 2004, 10:39:25 pm
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 :)
Title: Quick coders shield question....
Post by: Bobboau on April 24, 2004, 11:01:28 pm
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.
Title: Quick coders shield question....
Post by: Flipside on April 24, 2004, 11:08:53 pm
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 :)
Title: Quick coders shield question....
Post by: Bobboau on April 24, 2004, 11:53:03 pm
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
Title: Quick coders shield question....
Post by: Black Wolf on April 25, 2004, 02:36:40 am
It works Flip. The poseidon's shield mesh does a similar thing for its cargo container, go check it out in modelview.
Title: Quick coders shield question....
Post by: Flipside on April 25, 2004, 06:57:14 am
Hmmmmmmmmm..... Yes, I remember, I'll have a go at that a little later :D
Title: Quick coders shield question....
Post by: Gregster2k on April 26, 2004, 09:01:50 pm
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
Title: Quick coders shield question....
Post by: Taristin on April 26, 2004, 09:45:00 pm
Which brings the question:

What happens with intersecting shield meshes?
Title: Quick coders shield question....
Post by: Bobboau on April 26, 2004, 10:54:34 pm
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.