ok I just did another test, interesting result>>
all shield stats: 0
+Ability: Defence Matrix
+Ability: Psi Shield
No visual protoss shield effect BUT, the missles stop at the point where the shield should of been, just as a heads up, this opens a whole new unit control thing. Now you can dupe the psi shield ability, trigger it on a unit and have it say "I have the telekinetik power of making missiles explode in midd+air Buahahaha"
quick note, IMPORTANT
you MUST attachthe value to ORIGIN because any other unlegit point will make the shields distorted in scale, you Can howevere add multiple shields to multple LEGIT points souch as weapon01 or target01 or any bone you find on your model, this will not add extra shield, it will only add "more" shields poping up if the missle hits that radius, so you can add 10 shield effects to loki model, it will appear that every single piece of metal on that ship has a shield of its own, it works...
You can ALSO, add a behavior to your new unit souch as "Hardened shield" the Behavior WILL WORK now, since your unit is shield-able. I don't know why where and how, but I first tried to do all this stuff with validators, and apparently failed... Staredit is strange I tell ya-
I did it, Fully legit, Work just like the real deal, the protoss shield, you need to do 2 things...
all is done in Data;
Step 1.)
Unit>"your unit">
Adjust your shield values:
Stats - Shield Armor
Stats - Shield Armor Level
yadayada, when ure done,
UI - Shield Armor Name > double click and input in "Text Key:" the following >> "Unit/ShieldArmorName/ProtossPlasmaShields"
Below should appear Protoss Plasma Shields
Step 2.)
Models>"Model of your unit">
Attachment Properties +
- Add value: e_attachRef_Origin, set Shield Radius above 0, it requiries some tweakin here, Squib type Shield
That's it, pics soon to follow, work perfect just like protoss Shield, missle and bullets stop at shield point, when shields is down to 0 missles penetrate and hit base mesh, when shields regenerate it will work again. YES !!!! YYUY I DIDI IT !
I'm having trouble making actors and stuff to add visual shield effect on impact to terrain or zerg type units. I can't mak a validator "Is Shield Capable" or it doesn't want to work for some reason, someone HELP ME please
I can make unit have shields, upgrade shields, but nothing on a visual basis... everytime I try missiles go trough and hit the base mesh model.
0
ok I just did another test, interesting result>> all shield stats: 0
+Ability: Defence Matrix
+Ability: Psi Shield
No visual protoss shield effect BUT, the missles stop at the point where the shield should of been, just as a heads up, this opens a whole new unit control thing. Now you can dupe the psi shield ability, trigger it on a unit and have it say "I have the telekinetik power of making missiles explode in midd+air Buahahaha"
0
quick note, IMPORTANT you MUST attachthe value to ORIGIN because any other unlegit point will make the shields distorted in scale, you Can howevere add multiple shields to multple LEGIT points souch as weapon01 or target01 or any bone you find on your model, this will not add extra shield, it will only add "more" shields poping up if the missle hits that radius, so you can add 10 shield effects to loki model, it will appear that every single piece of metal on that ship has a shield of its own, it works...
You can ALSO, add a behavior to your new unit souch as "Hardened shield" the Behavior WILL WORK now, since your unit is shield-able. I don't know why where and how, but I first tried to do all this stuff with validators, and apparently failed... Staredit is strange I tell ya-
0
ALERT ALERT
I did it, Fully legit, Work just like the real deal, the protoss shield, you need to do 2 things...
all is done in Data;
Step 1.)
Unit>"your unit">
Adjust your shield values:
Stats - Shield Armor
Stats - Shield Armor Level
yadayada, when ure done, UI - Shield Armor Name > double click and input in "Text Key:" the following >> "Unit/ShieldArmorName/ProtossPlasmaShields"
Below should appear Protoss Plasma Shields
Step 2.)
Models>"Model of your unit">
Attachment Properties + - Add value: e_attachRef_Origin, set Shield Radius above 0, it requiries some tweakin here, Squib type Shield
That's it, pics soon to follow, work perfect just like protoss Shield, missle and bullets stop at shield point, when shields is down to 0 missles penetrate and hit base mesh, when shields regenerate it will work again. YES !!!! YYUY I DIDI IT !
Have fun
0
I'm having trouble making actors and stuff to add visual shield effect on impact to terrain or zerg type units. I can't mak a validator "Is Shield Capable" or it doesn't want to work for some reason, someone HELP ME please
I can make unit have shields, upgrade shields, but nothing on a visual basis... everytime I try missiles go trough and hit the base mesh model.
THNX people