[Proposal] I can make a bubble shield right this moment.

Discussion in 'Mod Discussions' started by thetrophysystem, December 4, 2014.

  1. thetrophysystem

    thetrophysystem Post Master General

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    Take blender and make a simple spike model, no bones even really needed since it is a structure.

    Now, add to it a particle effect like the commander explosion, but permanent and non-expanding and always a specific radius. Transparent enough to see easy enough, just a hint of team color translucency.

    Now, add a beam weapon to it, auto task type against all solid projectiles, like tac missiles, nuke missiles, artillery, tank shells...

    Now, you must make the ammo of the artillery and tanks and such, and make their "add_spacial_db" or whatever set to "true" or "false". This apparently, and this is just my guess, makes the engine take the "resources" to track the projectile in a way that another projectile can intercept its path, because it is easier for the engine not to do the work tracking intercept pathing for everything ingame.

    Now, give this tower an ammo system based on energy. Give it like a demand of 800, a storage of 8000, a per-shot of 800. Also, a fire rate of 20. Now, it can intercept 10 shots in half a second. It can be overburdened with more than 10 shots instantaneously, and it can intercept 1 shot a second of recharge, meaning under constant fire of more than 1 shot a second eventually lets every other one through after 10 are soaked. Also, if energy is stalled, it recharges slower and lets more projectiles through.

    Now, I can make this right now, despite all your pissing and moaning and groaning. I could even make it a game, where I post 2 paypal accounts and see if I could get paid more to make shields or paid more to not to make shields. However, I won't, despite how fun that would be.

    I will make them, just out of curiosity. If you hate them, avoid lobbies with mods. At least we will see that they can be done. Don't fret, I am not working on this mod next. Just saying, it is possible.

    Do I have your attention, community? Do you love me yet daddy? Notice me! #kimkardashian #attentiongrab
  2. Corang

    Corang Well-Known Member

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    As i'm not sure how shields will affect gameplay quite yet I can't wait to experiment with this, if you need any help with anything besides modeling, let me know
    xankar and warrenkc like this.
  3. thetrophysystem

    thetrophysystem Post Master General

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    I did say I wasn't working on it right now. Described how to do it so anyone could likely do it.

    My issue, is in fact the model, I will ask @squishypon3 (this is an official offer squishy, read the following) in the longterm to make a model for a bubble shield generator. Maybe a single bone in case I need something to specify the particle from.

    My other issue, spoiler alert, is that I am in fact amplifying the **** out of TeamComBuilder as we speak. Every tech will be self sufficient if I can help it, and all will be buffed strong and fun.
    xankar and warrenkc like this.
  4. Corang

    Corang Well-Known Member

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    gonna be honest, scanned over that last paragraph and missed the " I am not working on this mod next. Just saying, it is possible" woops :oops:
  5. mered4

    mered4 Post Master General

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    You did go through with it.

    You Bastard.

    A fantastic idea, sir. Let's show these Shield-touting noobs how it's done.
    Want to make a model that I can add to Arty4Lyf?
    xankar, warrenkc and thetrophysystem like this.
  6. thetrophysystem

    thetrophysystem Post Master General

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    Omg. Yes. That is right. You have an arty mod. That is like the natural counter artillery. That would make your entire mod work in depth, which is sad because shields usually do the opposite, but since it is the entire point of your mod it is the keystone.

    Honestly, get @squishypon3 to make the model, it just needs to be some pole or spike like the size of a turret or a radar, and then add the weapon to it as you know how to after we tested it. If you run into problem, show me what you done and I will touch up any errors.

    Then, you can be it's creator.
  7. mered4

    mered4 Post Master General

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    The creator of a beast I know not.

    This will be interesting.
  8. thetrophysystem

    thetrophysystem Post Master General

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    For right now, try it with a copy of the single laser tower. The "alpha" single laser tower if you have a copy or can get one easily (Statera has it?)
  9. Corang

    Corang Well-Known Member

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    I have a problem trying to make one, I got it to fire and look for projectiles but I cannot, for the life of me get it to actually aim at it, if you need the code let me know
  10. thetrophysystem

    thetrophysystem Post Master General

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    You can post it here no?
  11. Corang

    Corang Well-Known Member

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    Here's the laser_defense_single_tool_weapon.json
    Code:
    {
      "ammo_capacity": 8000,
      "ammo_demand": 800,
      "ammo_id": "/pa/units/land/laser_defense_single/laser_defense_single_ammo.json",
      "ammo_per_shot": 800,
      "anti_entity_targets": [
        "/pa/units/air/bomber/bomber_ammo.json",
        "/pa/units/air/bomber_adv/bomber_adv_ammo.json",
        "/pa/units/air/fighter/fighter_ammo.json",
        "/pa/units/air/fighter_adv/fighter_adv_ammo.json",
        "/pa/units/air/gunship/gunship_ammo.json",
        "/pa/units/commanders/base_commander/base_commander_aa_ammo.json",
        "/pa/units/commanders/base_commander/base_commander_ammo.json",
        "/pa/units/commanders/base_commander/base_commander_ammo_bullet.json",
        "/pa/units/commanders/base_commander/base_commander_ammo_laser.json",
        "/pa/units/commanders/base_commander/base_commander_ammo_missile.json",
        "/pa/units/commanders/base_commander/base_commander_torpedo_ammo.json",
        "/pa/units/land/aa_missile_vehicle/aa_missile_vehicle_ammo.json",
        "/pa/units/land/air_defense/air_defense_ammo.json",
        "/pa/units/land/air_defense_adv/air_defense_adv_ammo.json",
        "/pa/units/land/amphibious_bot/amphibious_bot_ammo.json",
        "/pa/units/land/artillery_long/artillery_long_ammo.json",
        "/pa/units/land/artillery_short/artillery_short_ammo.json",
        "/pa/units/land/assault_bot/assault_bot_ammo.json",
        "/pa/units/land/assault_bot_adv/assault_bot_adv_ammo.json",
        "/pa/units/land/bot_aa/bot_aa_ammo.json",
        "/pa/units/land/bot_grenadier/bot_grenadier_ammo.json",
        "/pa/units/land/bot_sniper/bot_sniper_ammo.json",
        "/pa/units/land/bot_sniper_adv/bot_sniper_adv_ammo.json",
        "/pa/units/land/bot_tactical_missile/bot_tactical_missile_ammo.json",
        "/pa/units/land/tactical_missile_launcher/tactical_missile_launcher_ammo.json",
        "/pa/units/land/tank_amphibious_adv/tank_amphibious_adv_ammo.json",
        "/pa/units/land/tank_armor/tank_armor_ammo.json",
        "/pa/units/land/tank_heavy_armor/tank_heavy_armor_ammo.json",
        "/pa/units/land/tank_heavy_mortar/tank_heavy_mortar_ammo.json",
        "/pa/units/land/tank_hover/tank_hover_ammo.json",
        "/pa/units/land/tank_laser_adv/tank_laser_adv_ammo.json",
        "/pa/units/land/tank_light_laser/tank_light_laser_ammo.json",
        "/pa/units/sea/attack_sub/attack_sub_ammo.json",
        "/pa/units/sea/battleship/battleship_ammo.json",
        "/pa/units/sea/destroyer/destroyer_ammo.json",
        "/pa/units/sea/destroyer/destroyer_torpedo_ammo.json",
        "/pa/units/sea/frigate/frigate_ammo_aa.json",
        "/pa/units/sea/frigate/frigate_ammo_shell.json",
        "/pa/units/sea/missile_ship/missile_ship_aa_ammo.json",
        "/pa/units/sea/missile_ship/missile_ship_ammo.json",
        "/pa/units/sea/nuclear_sub/nuclear_sub_ammo.json",
        "/pa/units/sea/sea_scout/sea_scout_ammo.json"
      ],
      "auto_attack": true,
      "auto_task_type": "anti_entity",
      "base_spec": "/pa/tools/base_laser_turret/base_laser_turret.json",
      "max_range": 100,
      "pitch_range": 360,
      "pitch_rate": 5000,
      "rate_of_fire": 20,
      "target_layers": [
        "WL_LandHorizontal",
        "WL_Seafloor",
        "WL_WaterSurface",
        "WL_Air"
      ],
      "yaw_range": 360,
      "yaw_rate": 5000
    }
    Here's the laser_defense_single.json
    Code:
    {
      "TEMP_texelinfo": 10.2184,
      "area_build_separation": 18,
      "atrophy_cool_down": 15.0,
      "atrophy_rate": 5.0,
      "base_spec": "/pa/units/land/base_structure/base_structure.json",
      "build_metal_cost": 300,
      "command_caps": [
        "ORDER_Attack"
      ],
      "description": "!LOC(units:basic_turret_equipped_with_direct_fire_anti_land_and_anti_ship_defenses.message):Basic turret- Equipped with direct fire anti-land, and anti-ship defenses.",
      "display_name": "!LOC(units:single_laser_defense_tower.message):Single Laser Defense Tower",
      "events": {
        "build_complete": {
          "audio_cue": "/SE/Build_Complete/structure_small"
        },
        "died": {
          "audio_cue": "/SE/Death/structure_small",
          "effect_scale": 0.55
        },
        "fired": {
          "audio_cue": "/SE/Weapons/structure/laser_defense_single_fire",
          "effect_spec": "/pa/effects/specs/default_muzzle_flash.pfx socket_muzzle"
        }
      },
      "guard_layer": "WL_AnyHorizontalGroundOrWaterSurface",
      "max_health": 750,
      "mesh_bounds": [
        6.8,
        5.76558,
        14.6
      ],
      "model": [
        {
          "animtree": "/pa/anim/anim_trees/defense_turret_single_anim_tree.json",
          "filename": "/pa/units/land/laser_defense_single/laser_defense_single.papa",
          "layer": "WL_LandHorizontal",
          "skirt_decal": "/pa/effects/specs/skirt_defense.json"
        },
        {
          "animtree": "/pa/anim/anim_trees/defense_turret_single_anim_tree.json",
          "filename": "/pa/units/sea/floating_laser_single/floating_laser_single.papa",
          "layer": "WL_WaterSurface"
        }
      ],
      "recon": {
        "observer": {
          "items": [
            {
              "channel": "sight",
              "layer": "surface_and_air",
              "radius": 130,
              "shape": "capsule"
            }
          ]
        }
      },
      "spawn_layers": "WL_AnyHorizontalGroundOrWaterSurface",
      "tools": [
        {
          "aim_bone": "bone_root",
          "spec_id": "/pa/units/land/laser_defense_single/laser_defense_single_tool_weapon.json"
        }
      ],
      "unit_types": [
        "UNITTYPE_Structure",
        "UNITTYPE_Basic",
        "UNITTYPE_Land",
        "UNITTYPE_SurfaceDefense",
        "UNITTYPE_Defense",
        "UNITTYPE_FabBuild",
        "UNITTYPE_CmdBuild",
        "UNITTYPE_CombatFabAdvBuild"
      ]
    }
    And here's the laser_defense_single_ammo.json
    Code:
    {
      "base_spec": "/pa/ammo/base_laser_blast/base_laser_blast.json",
      "damage": 40,
      "initial_velocity": 500.0,
      "lifetime": 2,
      "max_velocity": 500.0,
      "splash_damage": 0,
      "splash_radius": 0
    }
    mered4 likes this.
  12. Corang

    Corang Well-Known Member

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    regardless of which bone they are attached to or what I do, all they do is fire straight out and not actually at the projectile
  13. thetrophysystem

    thetrophysystem Post Master General

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    Simple.

    1) First, go to the nuke ammo. You will notice either a "Spacial_DB":true or it absent altogether. Then, go to artillery ammo. You will notice, likely in base_artillery_shell, that "spacial_db":false. Every ammo that can be shot down, needs "spacial_db": true. Might be worth going through the base ammos .jsons, that way changing 7-10 .jsons changes all, instead of having to change 50+ .jsons.

    2) Secondly, that ammo needs to have "collision_effect: destroy" or whatever the antinuke_ammo and gil-e_beam_ammo has. Otherwise, afaik you can't kill the projectiles with another projectile.

    3) Lastly, it is best that the anti-projectile is a tracking missile or beam based ammo. For shield, best be beam.

    4) Actually lastly, it is also likely impossible to intercept a beam projectile, even with another beam projectile, since they are hitscan. To make it work on gil-e shot, it has to go back to the beta weapon/ammo where it was just a fast projectile.
  14. Corang

    Corang Well-Known Member

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    1 - already did that
    2 - I will get back to you in a few minutes
  15. thetrophysystem

    thetrophysystem Post Master General

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    Edited it, re-read in case its important. Also, may be off soon, get back to you in 12 hours?

    For reference, ask Mered4, he has a unit that can intercept pelter and holkins shells. You did a LOT at once, that may cause a lot of problems tbh. That many ammos being tracked by whatever spacial_db is will possibly cause latency in mass.
  16. squishypon3

    squishypon3 Post Master General

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    I can do it, what would you like it to look like? :p
  17. thetrophysystem

    thetrophysystem Post Master General

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    I am not him, but either like the supcom bubble shield generator, or just a radar sized needle shaped tower, would be my guess.
  18. Corang

    Corang Well-Known Member

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    could I bother you to either post or PM me the unit, weapon, and ammo jsons for the unit that thetrophysystem was talking about above so I can check it against mine to find errors?
  19. squishypon3

    squishypon3 Post Master General

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    I don't believe he did, this is all speculation. :p
  20. thetrophysystem

    thetrophysystem Post Master General

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    I saw the unit shoot down pelter rounds. It literally happened. Really, it was the gil-e beam weapon, given to I believe the dox or vanguard don't ask me why I cant remember which, and once we added spacial_db which was a wild *** guess by me to try it, it started shooting down pelter shots.

    His unit works, mind you he got it to work on pelter shots. Not the whole ammo roster of the game.

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