Visual Shields, Terran or Zerg with Shields

critical

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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 HALP 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
 

critical

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ALERT ALERT

I did it, Fully legit, Work just like the real deal, 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 ! :banghead::banghead::banghead:

Have fun

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...
 

critical

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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"
 

MasterOfRa

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This partially works, however, I cant seem to figure out how to get the multiple shields to work. It only seems to react to the first shield attachment. What I did, is I added shields to the loki unit data, which works. Also, to the model, I added two thinggys to the end, origin being the Id, and adding a shield radius, and shield squib. That works fine. Then I added a second one, to hardpoint. That is defiantly an attachment point on the model, I checked. It is completely ignored. I tried hardpoint 1, and that didnt help. My guess is that It ignores all shield points except for the first one. I may have done something incorrect. What did you do to get it to work?

Edit: It seems to chose one of the attachment points, using an unknown algorithm, and That is where the shield is. I cannot figure out how to reproduce your 10 shield loki model.
 

critical

New Member
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1
This partially works, however, I cant seem to figure out how to get the multiple shields to work. It only seems to react to the first shield attachment. What I did, is I added shields to the loki unit data, which works. Also, to the model, I added two thinggys to the end, origin being the Id, and adding a shield radius, and shield squib. That works fine. Then I added a second one, to hardpoint. That is defiantly an attachment point on the model, I checked. It is completely ignored. I tried hardpoint 1, and that didnt help. My guess is that It ignores all shield points except for the first one. I may have done something incorrect. What did you do to get it to work?

Edit: It seems to chose one of the attachment points, using an unknown algorithm, and That is where the shield is. I cannot figure out how to reproduce your 10 shield loki model.

some models points are completely bogus, I made a walker unit complitely with actors, and attached everything to everything, its a goliath with marine sholder shields that has protos shields aswell, lol. However, try target01, origin or center and tweak the scale of shields. TRust me it works, you just need to tweak it out on every single model you want shields on.
 

MasterOfRa

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Can you upload a map where this works? I tried doing those attachment points only, and it still didn't work.

Edit; I may not be communicating correctly. I can get 1 shield to show up on any model, just like a protoss model has. And at any scale I want. I cannot however, Get MULTIPLE shields to show up on a model.
 

Dave312

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I'll revive this thread, seeing as how my problem is directly related to it.

I've followed Critical's instructions and have managed to make shields appear visually on my unit. However what I am actually trying to do is make an ability that can give the targeted unit shields. Everything works except that the shields don't appear visually. The ability works by applying a buff which provides a 200 bonus to shields. Normally the targeted unit has no shields so I have set the Stats - Shield Maximum and Stats - Shield Starting Amount properties to 0. Everything else is left as per Critical's instructions yet no shields appear when the unit is attacked.
 

MasterOfRa

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That is because the unit had no shields when it was created. To fix, give all units that may have this shield, 1 base max shield, and the shield regen delay you want. Then, Give them a behavior, that is invisible, and reduces max shields by 1. That will make it so that when the shield max is increased above 0, the shield animation shows up.
 
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