Egozi44 27 Posted June 6, 2016 (edited) So I added many shields for scrin and reaper units, I made some on my own but for the most part used madin'sNow... they all working alright but I noticed just recently that the shield I made for the reaper devorer tank will sometimes won't rotate when the tank does only when the tank fire on enemies, after it stop the tank and shield will move back and be in the same position againSince it didn't happened to me with any other shield I made I belive it because:1. The devorer shot in lines while rotate to target (may be relate to the weapon or anything that relate to range, aim, and rotation thingys? )2. Since unlike most scrin unit the devorer's shield is more liner rather than rounded? Though other units which uses the same kind of shields shape like the gun walker, Currptor (for custom shield case) won't have such issue afaik.Does any one know how I can force the shield to rotate with the unit it attach to on Any situation?I posted the xml but the xml is not that special, just devorer tank + all the related shield code lines Reaper17DevourerTank.xml Edited June 7, 2016 by Egozi44 Share this post Link to post
Lauren 77 Posted June 6, 2016 That which you see on a devourer is only the turret, the actual vehicle body has no visible model (to make it appear like it's floating/gliding). Share this post Link to post
Egozi44 27 Posted June 7, 2016 I noticed it have some bones in positions normal tank won't usually have The question is if it possible to make the shield to be in sync with the model when it attack (only happens with enemies and not that frequent though) Share this post Link to post
Lauren 77 Posted June 7, 2016 Use the attach to bone in another draw attribute and attach it to the turret Share this post Link to post
ztz2019 1 Posted June 8, 2016 I never faced this problem, I think the easy way is rotate the shield model to the bone which has animation so the mainskin and shield could move and turn around together. Btw, could you share me your part of 1.03(or 1.04) source code? I want to reform Redeemer,such as BH flamer, Enlightened turret. And I'll share my asset what you like. If you played my former tw mod you'll find the mother drone which has new shield but could move and rotating with main model skin together. Share this post Link to post
ztz2019 1 Posted June 8, 2016 ztz2019 you're missing the point Err..., what do you mean? I don't seize your opinion. Eggy's problem is shield don't move together with model, but it seems no other way. Share this post Link to post
Egozi44 27 Posted June 8, 2016 (edited) Use the attach to bone in another draw attribute and attach it to the turret So I need to add it to the ScriptedModelDraw of shield model? This will do the trick? <ScriptedModelDraw id="ModuleTag_DrawForcefield" AttachToBoneInAnotherModule="FX_WEAPON_01" (Or AU_DEVOURER rather than ROOTTRANSFORM) <--------------------------- OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"/> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1"> <Model Name="FXShldDevourer"/> </ModelConditionState> </ScriptedModelDraw> Or I need to make new draw beneath it? (Assuming I even in the right direction xD) I never faced this problem, I think the easy way is rotate the shield model to the bone which has animation so the mainskin and shield could move and turn around together. Btw, could you share me your part of 1.03(or 1.04) source code? I want to reform Redeemer,such as BH flamer, Enlightened turret. And I'll share my asset what you like. If you played my former tw mod you'll find the mother drone which has new shield but could move and rotating with main model skin together. Yea sorry~ I will look in my PMs eventually and will reply your and other people when I will have the time xD The BH Redeemer also have Charged particle beam when you add confessor to it and MOK also have new tracer and sound for Awaken, do you want them too? Edited June 8, 2016 by Egozi44 Share this post Link to post
ztz2019 1 Posted June 8, 2016 So I need to add it to the ScriptedModelDraw of shield model? This will do the trick? <ScriptedModelDraw id="ModuleTag_DrawForcefield" AttachToBoneInAnotherModule="FX_WEAPON_01" (Or AU_DEVOURER rather than ROOTTRANSFORM) <--------------------------- OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"/> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1"> <Model Name="FXShldDevourer"/> </ModelConditionState> </ScriptedModelDraw> Or I need to make new draw beneath it? (Assuming I even in the right direction xD) Yea sorry~ I will look in my PMs eventually and will reply your and other people when I will have the time xD The BH Redeemer also have Charged particle beam when you add confessor to it and MOK also have new tracer and sound for Awaken, do you want them too? Yes, it's my original opinion, if you could share other asset, the more the better. Now I'm working on a KW MOD which have WestWood style but not change all unit, but my PC can't connect the Internet, so I have to go to Net-Cafe to update my asset and idea. Share this post Link to post
ztz2019 1 Posted June 13, 2016 Well I was able to fix it Thanks Gratz, and how could I get the code if you share? Do you need other asset? Share this post Link to post