VisibleShieldHitFrames

VisibleShieldHitFrames

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

VisibleShieldHitFrames

Post by trepan »

Code: Select all

Last modification: Rev 3656 - trepan - 2007-04-21 08:29:10 +0200 (Sat, 21 Apr 2007)
Log message:
* Added the weapons TDF tag 'visibleShieldHitFrames'
  - can be used along with 'visibleShield'
  - defaults to 0 frames (disable)
  - the alpha value fades after the hit
Archangel of Death
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Post by Archangel of Death »

I'd get all excited, but I'm not exactly sure what this means! :shock:
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Zoombie
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Post by Zoombie »

Image maybe?
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Snipawolf
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Post by Snipawolf »

I think it makes a shockwave on the shield that makes an invis shield visible for a period of time...
trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

Post by trepan »

4.4 Mbyte video

http://trepan.bzflag.bz/spring/flicker_shield.mpeg

Note that I'm changing the WeaponDefs settings at run time using
LuaRules (and .cheat and .editdefs). It's also the reason that the first
'visibleShield = false' didn't take, the code isn't setup to accept dynamic
updates (the visibleShieldHitFrames change is the trigger that makes it
take effect).

P.S. This was my first captured video on this setup, so don't complain
about the quality or lack of sound ;)
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rattle
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Post by rattle »

The shield gets highlighted and then fades out back to normal in given time (32 game frames per second).

edit: duh...
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Snipawolf
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Post by Snipawolf »

Kinda like mine, except the word visible threw me off....
Archangel of Death
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Post by Archangel of Death »

FMP4 codec? Why can't it be easy to view :cry:
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Zenka
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Post by Zenka »

Archangel of Death wrote:FMP4 codec? Why can't it be easy to view :cry:
get vlc: http://www.videolan.org/vlc/

now, All I have to say about this new feature: teh goodness. :)
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Argh
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Post by Argh »

Now, if only somebody will write code that sets "shieldminimumdeadframes" so that shields can go dead and not start generating for awhile after being killed... that'd be perfect... 8)
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rattle
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Post by rattle »

Archangel of Death wrote:FMP4 codec? Why can't it be easy to view :cry:
MPC + CCCP = WIN
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Now, if only somebody will write code that sets "shieldminimumdeadframes" so that shields can go dead and not start generating for awhile after being killed... that'd be perfect...
+1, but dont ask trepan hes tapped out.. someone else needs to do some patching...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

I'm curious - are shields still "on=regenerate, off=do nothing"? Or is there a way to make them degenerate when turned off? Do they continue to suck energy when fully charged? Is there any way to change their behaviour (consumption or whatever) when fully charged?
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

Neat, but i was kinda hoping it would have nice effect where it it ripples from the point of projectile impact. Rather than having the entire sphere appear from impact. Nice though.

Can you apply shields to moving units???

>_>
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Argh
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Post by Argh »

+1, but dont ask trepan hes tapped out.. someone else needs to do some patching...
I may get to that (should be within my limited competence as a C++ coder) but not for a while yet, still too busy.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Quanto: I'm still waiting for them to stick the new rippling water shader on the shield sphere... mmm... ;)
bwansy
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Post by bwansy »

<offtopic> Are you trying to make the Gungan shields in SWTA?
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

There are shields in SWS, just no gungans. I think everyone is happier that way ;)
[KnoX]ElementalGizmo
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Post by [KnoX]ElementalGizmo »

Its interesting but wouldnt it look nicer if there was a sequence of textures layered ontop to give the image of animation?

I havent seen shields with textures yet wich is why i found this interesting
sphereparttexture = 6.tga;
From this page http://spring.clan-sy.com/phpbb/viewtop ... 936#185936

Is it allready possible to texture a shield? If so how is it done ? By tile texture or a doubled over texture half on half over a 180 base line?

Also, Trepan; was that accuracy cones on those units? They looked really cool lol
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Quanto042
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Post by Quanto042 »

Warlord Zsinj wrote:Quanto: I'm still waiting for them to stick the new rippling water shader on the shield sphere... mmm... ;)
I was interested in the fact as that I plan on creating a StarSiege RTS once I get a few 3D Modeling classes under my belt. The Mechs in the series use shields as a first line of defense and they sort of work the way the shields in ID4 work. So I'm just hoping I can get some Independence day shield effects going.
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