Bridge Commander Central
BC Forums => BC Scripting => Topic started by: WileyCoyote on July 31, 2007, 12:58:33 PM
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What BC has already-
A transparent bubble covering the whole ship. If you fly close enough, you can get through the shields and destroy the enemy ship. A little ship can fly in do some damage.
My idea, Nemesis shielding-
Instead of the shield bubble, why not load the ship itself? Replace the shield model and change it for the ship you are using. Add some scripting so the shields can change for a different ship. So when you are getting pounded by weapons, the shields would wrap around the starship model.
It is just an idea.
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Problem:
There is no shield model.
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Then what script creates the shield bubble around the ship?
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No script, nothing in the scripting realm can influence it.
Skin Shields (aka Nemesis Shielding) has been the single one most wanted feature in BC for the last, um, 5 years atleast? Taking positions 2, 3 and 4 as well.
The only thing it's based on is the model.
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wait a sec.....
if BC can add damage by applying black burning marks to the hull, why can't we replace those textures with bright shield-like textures?
we don't need a shield bubble to make the same effect.
if the ship gets repaired after entering Starbase 12, then we can remove the marks in some way.
there would be the same procedure, but just a whole lot faster. in the terms of half a second, for example, recieve the hit, apply the glowing texture, hold it and remove it.
the technology has been out there since BC came out, it's just a matter of finding it, isolating it and modifying it.
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wait a sec.....
if BC can add damage by applying black burning marks to the hull, why can't we replace those textures with bright shield-like textures?
we don't need a shield bubble to make the same effect.
if the ship gets repaired after entering Starbase 12, then we can remove the marks in some way.
there would be the same procedure, but just a whole lot faster. in the terms of half a second, for example, recieve the hit, apply the glowing texture, hold it and remove it.
the technology has been out there since BC came out, it's just a matter of finding it, isolating it and modifying it.
That sounds good, however making it work is another thing, if a modder did manage to pull this off in a reliable kewl looking fashion they would become a god within the modders.
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Right, let's see.
Textures: sphere.tga in data/textures (I think).
Anything else (the flickering and shape), not done in scripts or textures.
About the damage, the function that does that removes _all_ damage.
And for some reason, some uses cause the model to _not_ take any damage at all after use.
Ok, what about preventing burns and holes?
We can do this for projectiles, but not phasers (basis for phased torpedoes in FoundationTechnologies, where a projectile is made to believe it just "died" not causing any damage at all, neither in the hp nor on the model).
So there goes that idea.
Then there was the idea of doing Star Wars shields, but that just looks bad.
[EDIT] And phasers still cause damage and burns and holes.
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Star Wars ships didn't exactly *have* shields, as I remember... the blaster shots and such just exploded on nothing when they drew near the shields...
Unless I missed something somewhere...
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About the damage, the function that does that removes _all_ damage.
And for some reason, some uses cause the model to _not_ take any damage at all after use.
I have to try that out. I know some ships don't take damage at all even before using the repair script
you don't have to use sphere.tga for that, there are some shieldhitX.tga in data/textures/tactical that look like impacts
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Also called: "Deflector Screens".
Han Solo says in the first movie (that's Episode 4 for you young ones): "Angle the Deflector Screens".
And in the new movies (eps 1 to 3) you see shield indicators regularly.
Anyway, what I'm refering to is the effect of an impact.
About some ships not taking any damage at all, you can set the "chance" or "affectability" of burns/holes in the ShipStats.
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Work out where the weapon hit the ship, load a small circular model place it where the weapon struck then force the model to cloak and remove it.
Impact Event, and glow decay... .. Although the effect would most likely be more annoying than anything else using that method, but its the closest idea i can think to do it
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I swear...if this works. you will be god of bc. *yes I spend to many hours with Andrew on msn* :lol:
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Work out where the weapon hit the ship, load a small circular model place it where the weapon struck then force the model to cloak and remove it.
Impact Event, and glow decay... .. Although the effect would most likely be more annoying than anything else using that method, but its the closest idea i can think to do it
I spot a potential problem here (putting it mildly).
Ok, so you got your point on the model.
How do you proceed with the drop in model?
You place it at the point. Done?
Um, what about collisions?
You need to disable collisions for either of the 2 objects.
Ok, so you can disable collisions between 2 models.
Now, back to where I was, the point on the model.
See where I'm going at?
It will already have hit the model.
This might not be a major problem for projectiles (since we can fool them to "die" before doing damage, this also prevents the shield shimmer btw), but beams can't do this.
So it will still have hit the ship.
Warning 1:30AM mindset...
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umm I don't know about this but what about a pixel ship?? where its assigned to a position on the ship where a weapon hits or is going to ( :s) and this little pixel ship has its own shield generator?? that equals the total shield amount of the targeted ship?? it will still be a bubble shield but its small enough and close enough to the hull to be considered a skin shield no??
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See my line about: "phaser already hit the ship" stuff.
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Hasn't this been discussed thousands of times over the past four years? I thought it was beyond the realm of possibility in BC?
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Hasn't this been discussed thousands of times over the past four years? I thought it was beyond the realm of possibility in BC?
Isn't that what I already said?
And didn't I also say in your thread that this was already discussed quite a lot?
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Wait... my thread? I don't remember starting a thread about Nemesis shielding lol
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Wait... my thread? I don't remember starting a thread about Nemesis shielding lol
A thread where you participated anyway....
I can't remember all 65 posts a day (average).
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I remember this thread and it was Erk who started this thread.
Too bad that we can't achieve nem shielding :( that would be great, but personally I like sphere shields more cuz they're used in most trek series and movies.
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the generations shields look to be the closest to nemesis as we'll get with this game. i suggested making the shield bubble smaller, so stray torpedoes wont bring the tip of your shields down. i wonder tho, you know how torpedoes often leave a small explosion or smoke on your shields? what if those animations were manipulated into a shield texture, so when a torp hits you get a blue glow instead of a small explosion.
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The script for the "burn" shield textures could have something in it to de-activate the script when the shield "bubble" fails/would fail.
If that's possibble at all.
The textures would also just have to flash, but it may be possible to animate them like the CGSov bussards.
Hopefully. :lol:
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The script for the "burn" shield textures could have something in it to de-activate the script when the shield "bubble" fails/would fail.
If that's possibble at all.
The textures would also just have to flash, but it may be possible to animate them like the CGSov bussards.
Hopefully. :lol:
The only aspects of shields that can be configured from scripts are:
colour and per shield vector it's strength and recharge time.
That's it (aside from power usage and such, but that isn't dealt with in the shield class, but in the PoweredSubsystem class).
That's it.
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Man, I can't believe people are still asking about this.
If MLeo says it can't be done. It can't.
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indeed...
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Let me put it like this, I don't see it happening.
At the very least, not properly in a way that won't drag out a lot of "negative comments".