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How To make shields in HW 2 (little advice)

  1. #1

    How To make shields in HW 2 (little advice)

    Hey folks,

    i don't know how many of you have tried to make shielded ships in HW 2
    and have given up in case it has not worked like you want.

    So i decide to give you a little advice and i hope it would help you all out.

    Well lets go on.

    At first a list of tools you definatly need for this.

    1. 3DS Max or a similar modeling program like gmax or milkshape
    (Maya would be the best)
    2. CFHodEd (of course ) if you not use Relics way to import
    3. Evillejedis Tutorial how to make shields for HW 2

    ok... after you have done all that what evillejedi has wrote in his excellent
    tutorial comes the tricky part.

    In the tutorial it is suggested to deactivate the icheckforfriendlys setting
    for your weapons on the shielded ships.... i have understod it only as suggested

    But after a lot of wasting time checking the code and the shield meshes
    i recognize that i MUST deactivate the icheckforfriendlys setting to get
    the attack of the ships work!

    well what was the matter? Simply when you know it i say.

    I ve done nothing wrong with the shield. With evillejedis tutorial they worked
    just fine. But now to the VERY IMPORTANT thing.

    If your CM Box of the shield is bigger than the CM Box of the ship then YOU
    MUST deactivate the icheckforfriendlys setting in all weapons they mounted
    on the shielded ship. I am not talking about the collision mesh from the shield
    and the ship only the CM Box (yellow one in CFHodED). After that my shields
    and the ships are working perferct!

    Oh one little thing left:

    Here is an example what is meaned with the icheckforfriendlys setting in a weapon file (*.wepn)

    icheckforfriendlys activated:
    StartWeaponConfig(NewWeaponType, "AnimatedTurret", "Bullet", "Dread_Bomb", "Normal", 3000, 6400, 0, 0, 0, 0, 1, 1, 1, 8, 0, 0, 1, 1, 120, 120, 0.1, "Normal", 1, 0, 0)

    In place 14 of the line is the icheckforfriendlys setting so change 1 to 0 and
    thats it!

    icheckforfriendlys deactivated:
    StartWeaponConfig(NewWeaponType, "AnimatedTurret", "Bullet", "Dread_Bomb", "Normal", 3000, 6400, 0, 0, 0, 0, 1, 1, 0, 8, 0, 0, 1, 1, 120, 120, 0.1, "Normal", 1, 0, 0)

    well then... i hope it will help

    If there are any questions left just PM me and i will look what i can do for you.
    In case i am not often here i suggest you send your E-Mail with your PM so i can
    response directly to you.

    So long
    Last edited by GHOSTMD; 19th Oct 10 at 6:07 AM.

  2. #2
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    Another way around is to put all the weapons out of the shield mesh. The gap between the model and the actual hardpoint will be hardly noticeable if you put the fire fx where the weapon is supposed to be, under the shield.
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  3. #3
    Quote Originally Posted by MatthCoFreak View Post
    Another way around is to put all the weapons out of the shield mesh. The gap between the model and the actual hardpoint will be hardly noticeable if you put the fire fx where the weapon is supposed to be, under the shield.
    Yes this is the other way... i did not try but wont be the weapons and
    the shield responsed as ONE subsystem? So the weapons stay when the
    shield is down??? I don 't know.

    Thx for that addition... didn 't knowed that this way work to.

  4. #4
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    In my version, weapons are part of the ship, not of the shield susbsystem. So whether the shield is down or not doesn't change anything for them.

    However I admit it works much better on fixed weapons than on turrets with a large FOV, and that the gap will be much more noticeable for beams than for bullets and missiles.

  5. #5
    Member Terry3030's Avatar
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    Jul 2010
    Location
    Michigan
    Can you post a link to evillejedi's tutorial. I can't seem to find it.

  6. #6
    Member Stargazer's Avatar
    Join Date
    Aug 2009
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    right behind you... BOO!


    HW2 Ship Editor 1.2.3a
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  7. #7
    THX Stargazer....

    you was faster than me

    I think this should be putted in the tutorial section.
    I wrote to a moderator but i didn 't get a reaction yet.

    Allright... for all of you who can not imagine what i am talking about.
    I 've taken 1 screen direct from HW 2 to that you can see what the
    problem is what i had

    http://img146.imageshack.us/i/ss00003r.jpg/

    So you can see all weapons are outside of the shield so they should fire
    like it said in evillejedis tutorial. But they do not. I had to deactivate the
    setting in the wepn file first then all weapons worked.

    I made the shield visible in game so that you can see.

    Image shows the Nexus NDF Destroyer... maybe some of you know it.

    So long

  8. #8
    Member
    Join Date
    Oct 2010
    Location
    louisiana-usa
    i did it this way using the cloak gen as the module

  9. #9
    I've attached defense fields to my Ion Cannon Destroyer and I didn't need to disable Friendly-Fire Checking. Maybe I'll do a test to make sure though.
    Kiith Paktu on
    Find my other (older) mod here.

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