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Old October 17th, 2009   #1
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Default Shield Question

I don't want the Borg to have shields so I comment out or // the shieldrate = whatever # and shieldprotection = 1.0 rates. I also give the shieldhitpoints line a 0 amount. However, in game whenever the borg are attacked there is still a shield impact animation played and no damage happens to them until their shields go down. Is this hard coded somehow or can I make this work properly for the borg?
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Old October 17th, 2009   #2
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Default Re: Shield Question

shieldProtection = 1 is a toggle command. Rather than commenting it out, change it to 0.


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Old October 17th, 2009   #3
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Default Re: Shield Question

Wow, never knew that thanks. So now it's half fixed. I changed it to shieldProtection = 0 and now the borg take damage right away and have no shield values shown in the GUI but the game still shows a shield impact animation. I've set the shieldhitPoints = 0 and the station takes damage right away but it still shows a shield being hit and decreasing in strength. I can't find where the borg access the shield texture so maybe it's hardcoded for everything to show a shield being hit?
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Old October 17th, 2009   #4
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Default Re: Shield Question

Try this:

"shieldGeneratorHitPoints = 0"


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Old October 17th, 2009   #5
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Default Re: Shield Question

Oh man, I apologize, I did misspeak. It is shieldGeneratorHitPoints = 0. I typed it as shieldhitpoints = 0 above. My bad. So I made the shieldgeneratorhitpoints 0, made the shieldProtection 0 so why is the game showing a shield impact?

For instance the byard says to # include "station.odf" so I checked that base station.odf and the only effect file mentioned in there is xfireball.spr. That's the explosion sprite so I don't see where it's accessing the shield sprite? I must be missing something simple?
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Old October 17th, 2009   #6
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Default Re: Shield Question

Change shieldHitPoints to 0 aswell. Also, make sure that the shield point regen rate is at 0.


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Old October 17th, 2009   #7
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Default Re: Shield Question

Well, making a borg station have shieldgeneratorhitpoints = 0 makes it have the plasma leak sprite or whatever so all my stations look like they need repair. Very unsightly with all that gas/plasma venting animation. Making a borg ship have shieldgeneratorhitpoints = 0 seems to be ok until you repair it, then it just sits in the repair status at the yard as if it doesn't know what to do with a 0 hitpoint value because it can't repair it. Will keep experimenting.
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Old October 18th, 2009   #8
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Default Re: Shield Question

Personally, when I did my little BattleStar Galactica mini mod I worked around this problem by simply making the shields down animation blank.

However, I'll admit upfront that I only had two ships, both of which were without shields. It might not be desirable to do it this way if your wanting the shield down effects on your other units.

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Old October 18th, 2009   #9
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Default Re: Shield Question

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Originally Posted by rifraf View Post
Oh man, I apologize, I did misspeak. It is shieldGeneratorHitPoints = 0. I typed it as shieldhitpoints = 0 above. My bad. So I made the shieldgeneratorhitpoints 0, made the shieldProtection 0 so why is the game showing a shield impact?
Try also including "curShields = 0", and "maxShields = 0". The game automatically assumes shield strength equivalent to hitpoint strength (or 'health').


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Old October 18th, 2009   #10
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Default Re: Shield Question

Well, I tried shieldgeneratorhitpoints = 0 and shieldprotection = 0 and shieldrate = 0 all at the same time and it took about 5 seconds each for every ship and station to be destroyed, even with a maxhealth = 20000, when hit so that was fail. I'm now trying a shieldgeneratorhitpoints equal to the other hit points and made shieldrate = 5 which seems a good round number compared to other races overall ship classes and left shieldprotection = 0. I may have to get used to seeing the shield impact animation on the borg. I'll see how that goes then try the curshields and maxshields you suggested KID.

What does curshields stand for? Current shield level?
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