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  1. I've been playing with this idea of adding some sort of shield tech to vehicles and infantry on my gdi'ish side. This ofc based of the Scrin shield coding. One thing that held me back was: i don't really want my mod to be to futuristic..specialy for earth based sides. I also don't wnt to go full realism, but plausable has always been my aim. Today while browsing some of the xml files an idea popped in my head: Ablative armor: Normal shields work on a deplete and restart cycle. I want my ablative armor to be sort of a one-shot shield...when its depleted it wont regenerate. But if you get a vehicle into a repairbay(garrison) or repaired it will re-enable the armor/shield. I was thinking: Create a upgrade: <UpgradeTemplate id="Upgrade_GDI_Ablative_Armor" Type="OBJECT" BuildCost="1000" BuildTime="60.0s" > <GameDependency <ForbiddenUpgrade>Upgrade_RemoveAblativeArmor</ForbiddenUpgrade> <ForbiddenUpgrade>Upgrade_ReEnable_AblativeArmor</ForbiddenUpgrade> ForbiddenModelConditions="USER_10 USER_11 SHIELDBODY_ENABLED"/> </UpgradeTemplate> In my tank: <Body> <ShieldBody id="ModuleTag_Ablative_Armor_Body" MaxHealth="10000" ShieldAmount="2500" ShieldArmor="ForcefieldFilterDamageArmor" ShieldRechargeIdleTime="5s" ShieldActiveModelCondition="USER_10" /> </Body> <ScriptedModelDraw id="ModuleTag_Draw_Ablative_Armor" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"></ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_10"> <Model Name="AblativeArmorSkin01" /> /** this will be some sort of armor overlay **/ </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_11"> <Model Name="AblativeArmorSkin01" /> /** this will be some sort of armor overlay **/ <Texture Original="Undamaged_ablative" /** shows damaged/depleted ablative armor **/ New="damaged_ablative" /> /** shows damaged/depleted ablative armor **/ </ModelConditionState> </ScriptedModelDraw> Eventlist: <ModelConditionEvent Name="RemoveAblativeArmor"> <Conditions>-USER_10</Conditions> </ModelConditionEvent> When the shield/armor(USER_10) fades remove the shield/armor upgrade <EventList Name="TankEventsList" Inherit=""> <EventHandler EventName="RemoveAblativeArmor" ScriptFunctionName="onDepletedRemoveAblativeArmor" DebugSingleStep="false"/> <EventHandler EventName="ReEnableAblativeArmor" ScriptFunctionName="onReEnableAblativeArmor" DebugSingleStep="false"/> </EventList> function onDepletedRemoveAblativeArmor(self) ObjectGrantUpgrade( self, "Upgrade_RemoveAblativeArmor" ) end Back to the vehicle: <StatusBitsUpgrade id="ModuleTag_StatusBitUpgrade_01" StatusToClear="SHIELDBODY_ENABLED"> <TriggeredBy>Upgrade_RemoveAblativeArmor</TriggeredBy> </StatusBitsUpgrade> <UpgradeTemplate id="Upgrade_RemoveAblativeArmor" Type="OBJECT" > </UpgradeTemplate> I don't know for sure if i need to remove the initial upgrade that triggers the shieldbody_enable statusbit so this might be redundant: <RemoveUpgradeUpgrade id="ModuleTag_RemoveInitialUpgrade01"> <TriggeredBy>Upgrade_RemoveAblativeArmor</TriggeredBy> <UpgradeToRemove>Upgrade_GDI_Ablative_Armor</UpgradeToRemove> </RemoveUpgradeUpgrade> <RemoveUpgradeUpgrade id="ModuleTag_RemoveInitialUpgrade02"> <TriggeredBy>Upgrade_RemoveAblativeArmor</TriggeredBy> <UpgradeToRemove>Upgrade_ReEnable_AblativeArmor</UpgradeToRemove> </RemoveUpgradeUpgrade> Then to re-enable it again after a repair (depending if i use repair drones or a garrison repair it might differ abit) <StatusBitsUpgrade id="ModuleTag_StatusBitUpgrade_02" StatusToSet="SHIELDBODY_ENABLED"> <TriggeredBy>Upgrade_ReEnable_AblativeArmor</TriggeredBy> </StatusBitsUpgrade> <UpgradeTemplate id="Upgrade_ReEnable_AblativeArmor" Type="OBJECT" > </UpgradeTemplate> For repair drones: <ObjectStatusEvent Name="ReEnableAblativeArmor"> <Conditions>-UNDERGOING_REPAIR</Conditions> </ObjectStatusEvent> For Garrison/repairpad style: <ModelConditionEvent Name="ReEnableAblativeArmor"> <Conditions>-GARRISONED</Conditions> </ModelConditionEvent> Function should remain the same for both function onReEnableAblativeArmor(self) ObjectGrantUpgrade( self, "Upgrade_ReEnable_AblativeArmor" ) end <RemoveUpgradeUpgrade id="ModuleTag_Remove_RemoveUpgrade01"> <TriggeredBy>Upgrade_ReEnable_AblativeArmor</TriggeredBy> <UpgradeToRemove>Upgrade_RemoveAblativeArmor</UpgradeToRemove> </RemoveUpgradeUpgrade> i could maybe replace all the <RemoveUpgradeUpgrade></RemoveUpgradeUpgrade> with ObjectRemoveUpgrade(GameObject target, string upgradeName) in lua...but i thought i heared/read somewhere that it was bugged or am i mistaking it with another bugged function? Any thoughts, suggestions, improvements on this?
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