Shield Generator "smokes" when Cloaked -1 reply

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#1 9 years ago

ISS Amadeus here, I downloaded a starship from Armada2files and decided to equip her with a Romulan cloaking device. However, when the ship cloaks ingame, the shield generator "smokes." (as though it was disabled by an enemy weapon) When a ship cloaks, the shields are supposed to go offline; but how do I get this little modification to work so that the shield generator goes offline without the smoking damage animation playing? Thanks for all of your help.




Warborg

Revenge was here.

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2nd August 2002

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#2 9 years ago

Without seeing the odf file, I'd recommend copying a romulan(why not) ship odf file and rename it to the ship in question(move this file outside the game). See if it does it still.




Elrond1982

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19th October 2004

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#3 9 years ago

I don't know if this could be the case or not...but it could be a potential hypothesis: is it possible that the shield damage emitter node on the model itself is attached to the wrong node? I don't imagine how this could be a situation. Maybe another emitter (life support, engines) is involved?




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#4 9 years ago

Thanks for the replies. Warborg, I tried your suggestion, but the problem persisted. I copied + pasted the .odf file as it is now at the end of my post. Of course, it's part of a larger mod. Elrond1982, Your hypothesis also came to mind when I hit this problem. How would I go about examining / correcting a starship's model? ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #include "iconstitution.odf" //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Defiant-1764 Class" //tooltips tooltip = "NCX-1764 Heavy Stealth Cruiser" verboseTooltip = "Multirole starship capable of arms & preparation for all voyages and missions. Variant designated 1764 'Defiant': Uses cloaking technology to conduct covert operations and incursion missions behind enemy lines." //Race which can build ship & starting race of ship race = "aurelia" //Amount of time required to build ship buildTime = 12.0 //Number of officers required to build this ship officerCost = 6 //Number of crew required to build ship & Starting crew crewCost = 50 //Dilithium Cost to build dilithiumCost = 2000 metalCost = 400 //Maximum Value of Special Energy maxSpecialEnergy = 2000 //Rate at which special energy recharges (points per second... we think) specialEnergyRate = 40

//********************************************************************** //SHIP NAMES //Possible Craft Names possibleCraftNames = "ISS Defiant NCC-1764"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES // Pulse Phaser weapon1 = "i1700phas" weaponHardpoints1 = "hp01" "hp02" "hp05" "hp55" // Pulse Phaser weapon2 = "i1700phas" weaponHardpoints2 = "hp03" "hp04" "hp06" "hp54" // Photon Torpedo weapon3 = "i1700phot" weaponHardpoints3 = "hp31" "hp56" "hp57" // Towing Beam weapon4 = "gtracbm" weaponhardpoints4 = "hp31" "hp56" "hp57" // Detect Cloak 3 weapon5 = "idetect" weaponHardpoints5 = "hp31" // Romulan Cloak weapon6 = "grcloak" weaponHardpoints6 = "hp31"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp07" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" lifeSupportTargetHardpoints = "hp27" "hp26" "hp25" "hp24" "hp22" weaponsTargetHardpoints = "hp50" "hp41" "hp40" "hp39" "hp30" "hp38" shieldGeneratorTargetHardpoints = "hp19" "hp17" "hp18" sensorsTargetHardpoints = "hp31" "hp35" "hp44" "hp45" "hp46" "hp47" hullTargetHardpoints = "hp11" "hp17" "hp18" "hp19" "hp20" "hp22" criticalTargetHardpoints = "hp48" "hp52" "hp53" "hp50" "hp49" "hp21" // ScaleSOD = 0.16




SFC3

HL2: Leak: Mod Fan/Geek

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15th May 2008

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#5 9 years ago

Some notes:

1. Three weapons are using the hp31. 2. Can your mix the detect cloak and the cloak together?




Warborg

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2nd August 2002

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#6 9 years ago

SFC3;4948688Some notes:

1. Three weapons are using the hp31. 2. Can your mix the detect cloak and the cloak together?

You caught that too(and beat me). I would change the hardpoint to something else as detect cloak is operating all the time, it could be a problem sharing it with other weapons or vise virsa.




CanadianBorg

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30th July 2008

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#7 9 years ago

The problem is, when the cloak activates, shields are disabled. The game treats that as "shields down", regardless of the fact that the shields will pop back up as soon as you decloak. There's nothing you can do about it, short of deleting the emitter node (and you need to find a way to import the model into Milkshape3D or 3DS Max anyways, and I'm mum on the topic.)




Guest

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#8 9 years ago
CanadianBorg;4950265The problem is, when the cloak activates, shields are disabled. The game treats that as "shields down", regardless of the fact that the shields will pop back up as soon as you decloak. There's nothing you can do about it, short of deleting the emitter node (and you need to find a way to import the model into Milkshape3D or 3DS Max anyways, and I'm mum on the topic.)

Thanks - that's the answer. Sooo... Milkshape3d huh? Time to boldy go....