Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: vonhertell999 on May 15, 2011, 12:03:21 pm

Title: adding shields to a cap ship
Post by: vonhertell999 on May 15, 2011, 12:03:21 pm
i'm featuring the lucifer in my campaign, ive already table edited its weapons to be much more powerful, but whats the lucifer without its almightly shield system? can i simply table edit/ fred this, or will i have to overhaul it and texture the shields myself?
Title: Re: adding shields to a cap ship
Post by: Destiny on May 15, 2011, 12:27:52 pm
IIRC you have to mess with something called 'surface shields' to somewhere in the table. Or something related to shield meshes. This is as much as help as I can provide until one of the seasoned letters-and-numbers scientists reach here.
Title: Re: adding shields to a cap ship
Post by: headdie on May 15, 2011, 12:49:42 pm
Shielding has never been part of the model, the ship has always been flagged invulnerable in FRED or unprotected at all (the subspace mission)

If you want to add shields to the ship the simplest way and the way that will most closely represent what is depicted in the game's animations would be to add "surface shields" into the flag line of the ships table entry http://www.hard-light.net/wiki/index.php/Ships.tbl#.22surface_shields.22
Title: Re: adding shields to a cap ship
Post by: Dragon on May 15, 2011, 12:52:50 pm
FSPort has a shielded Lucifer, so if you want, you can try using it.
Title: Re: adding shields to a cap ship
Post by: Trivial Psychic on May 15, 2011, 04:14:07 pm
FSPort has a shielded Lucifer, so if you want, you can try using it.
But its not the high-poly Lucifer IIRC.
Title: Re: adding shields to a cap ship
Post by: StargateSpankyHam on May 18, 2011, 01:07:41 pm
I use 'surface shields' flag quite extensively.

Remember to use $Shield Regeneration Rate, or else your shields may charge too quickly/slowly. Also, for a warship, turn $Power Output down - I once made the mistake of turning it up into the billions - and as soon as the ship started losing hull integrity, I believe the AI put more G/S/E power to the shields. The regeneration rate went so high, the ship was virtually invulnerable.

Also, you know those huge lateral claw things on the sides of the lucifer, that seemingly should be beam turrets, but aren't? The ToD (Tides of Darkness) mod has a Lucifer with those, working as turrets - and with more such lateral beams. Puts the total beam hardpoints at eight - two forward-facing, three lateral on each side.
Title: Re: adding shields to a cap ship
Post by: vonhertell999 on May 18, 2011, 05:08:34 pm
that was very helpful guys, thankyou