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#26 Golan

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Posted 04 August 2006 - 07:53

I dunno, it looks a bit weird if there is only the heat-effect but nothing that indicates that the shield killed a projectile like on all those colourfull Sci-Fi shields (e.g. those from Independence Day).

View PostHelge129, on 3 Aug 2006, 22:27, said:

View PostCycerin, on 3 Aug 2006, 22:13, said:

Read my post again...


saying the same

No, he said that tracers/laser can only be stopped if you simulate them with projectile based weaponry, thus having them look like lasers/tracers but technically beeing projectiles.
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#27 Sgt. Rho

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Posted 04 August 2006 - 08:04

aaahhhhmmmm............u know that 3 comanchees kil la ranger nearly instantly?

#28 Golan

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Posted 04 August 2006 - 08:28

Yeah, that´s why I only say it looks weird.

Edited by Golan, 04 August 2006 - 08:29.

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#29 Whitey

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Posted 04 August 2006 - 08:31

I think the heat effect is overdone personally.

#30 Sgt. Rho

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Posted 04 August 2006 - 08:34

i know,ill remove it shortly

#31 FB_Ice4s

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Posted 02 September 2006 - 20:58

Can some one help me lil about this shield. I'm know basic codings, and i did made a working shield via coding, but the shield it self ( the effect of it ) what i couldn't done yet. I like to use a 3D shield ( use the EMP sphere to this )

With the coding projactles and such i'm ok. lol i editing ZH as an hobbi for fun :D

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#32 Jordan

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Posted 02 September 2006 - 21:07

Open Gmax/Renx.

1. Create a sphere, with the radius the same as your fake PDL's range.

2. Center it. [X: 0 Y: 0 Z: 0]

3. Create a texture. Use housecolor2.tga.

4. Go to the shaders tab and use the "add" shader.

5. Re-name the sphere as HOUSECOLOR99.

6. Click the hammer on the sidebar, with the shield selected, then click "W3D tools", then check the box that says 2Side.

7. Export your model.
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#33 FB_Ice4s

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Posted 03 September 2006 - 10:53

I got most of it lol, i never used Gmax before and what i could find out yet how the give a texture to this Sphere. Where can i find a good tut to this program? I try to learn modeliing.

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#34 pirate

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Posted 28 December 2007 - 23:13

sorry for the mega necro....

but I thought it would be useless to start another topic about this (so other people like me can find all the info on energy shields in one topic)

here goes:

how to make your shield "attack" more than only rockets, coz I followed all what is in the topic before

my weapon code:

Weapon AirF_RaptorPointDefenseLasershld
  PrimaryDamage = 500
  PrimaryDamageRadius = 0
  AttackRange = 190
  DamageType = UNRESISTABLE
  DeathType = NORMAL
  WeaponSpeed = 999999
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
  AcceptableAimDelta = 360
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiBallisticMissile = Yes
  AntiSmallMissile = Yes
  AntiProjectile = Yes
  AntiGround = No
End


my vehicle code:

Object shieldgenerator
  ; *** ART Parameters ***
  SelectPortrait         = SURadarVan_L
  ButtonImage            = SURadarVan
  
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ProjectileBoneFeedbackEnabledSlots = SECONDARY

    DefaultConditionState
      Model                           = shldgen
      Animation                       = shldgen.shldgen
      AnimationMode                   = ONCE_BACKWARDS
      Flags                           = START_FRAME_FIRST
      WeaponLaunchBone                = SECONDARY WeaponA
      WeaponFireFXBone                = SECONDARY Muzzle
    End
    AliasConditionState = MOVING
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    
    ConditionState                    = RUBBLE
      Model                           = shldgen
      Animation                       = shldgen.shldgen
    End
    AliasConditionState = REALLYDAMAGED MOVING
    AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A
    
    ;*** UNPACKING STATE  -- preparing to fire ***
    ConditionState    = UNPACKING
      Model           = shldgen
      Animation       = shldgen.shldgen
      AnimationMode   = MANUAL
    End
    AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
    ;***
    ConditionState    = REALLYDAMAGED UNPACKING
      Model           = shldgen
      Animation       = shldgen.shldgen
      AnimationMode   = MANUAL
    End
    AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay

    ;*** PACKING STATE -- preparing to move ***
    ConditionState    = PACKING
      Model           = shldgen
      Animation       = shldgen.shldgen
      AnimationMode   = MANUAL
    End
    AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay

    ConditionState    = REALLYDAMAGED PACKING
      Model           = shldgen
      Animation       = shldgen.shldgen
      AnimationMode   = MANUAL
    End
    AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay

    ;*** DEPLOYED STATE -- ready to fire ***
    ConditionState    = DEPLOYED 
      Model           = shldgend
      Turret                          = Turret
      TurretPitch                     = TurretEL
    End
    AliasConditionState = DEPLOYED FIRING_A
    AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A
    AliasConditionState = DEPLOYED RELOADING_A
    AliasConditionState = DEPLOYED MOVING

    ConditionState  = DEPLOYED REALLYDAMAGED
      Model           = shldgen
      Turret                          = Turret
      TurretPitch                     = TurretEL
    End
    AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A
    AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
    AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A
    AliasConditionState = DEPLOYED REALLYDAMAGED MOVING

  
    TrackMarks              = EXTnkTrack.tga
    TreadAnimationRate = 2.0;  amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
  End
  
  Draw = W3DModelDraw ModuleTag_Camo01
  
    ConditionState = NONE
      Model         = NONE
    End
    AliasConditionState = SNOW
    AliasConditionState = DEPLOYED
    AliasConditionState = DEPLOYED SNOW
    AliasConditionState = PACKING
    AliasConditionState = SNOW PACKING
    AliasConditionState = UNPACKING
    AliasConditionState = SNOW UNPACKING
 
 End


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:shieldgenerator
  Side = GLA
  EditorSorting   = VEHICLE
  TransportSlotCount = 2                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None 
    Weapon = SECONDARY AirF_RaptorPointDefenseLasershld
  End


  
  ArmorSet
    Conditions      = None
    Armor           = advTruckArmor
    DamageFX        = TankDamageFX
  End
  
  BuildCost       = 1000
  BuildTime       = 15.0          ;in seconds    
  VisionRange     = 450
  ShroudClearingRange = 350
  
  Prerequisites
    Object = GLAArmsDealer
  End

  ExperienceValue = 50 100 200 400    ;Experience point value at each level
  ExperienceRequired = 0 400 600 1000  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet    = shieldgenerator

  ; *** AUDIO Parameters ***
  VoiceSelect = AvengerVoiceSelect
  VoiceMove = AvengerVoiceMove
  VoiceGuard = AvengerVoiceMove
  VoiceAttack = AvengerVoicePaint
  VoiceAttackAir = AvengerVoiceAttack
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate     = AvengerVoiceCreate
    TurretMoveLoop = NoSound
    SoundEject = PilotSoundEject
    VoiceEject = PilotVoiceEject
    VoiceCrush = NoSound
    VoiceEnter = AvengerVoiceMove
    Deploy              = NukeCannonDeploy
    Undeploy            = NukeCannonUnDeploy
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 400.0
    InitialHealth   = 400.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 550
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = DeployStyleAIUpdate ModuleTag_04
    Turret
      TurretTurnRate        = 9999
      TurretPitchRate       = 9999
      InitiallyDisabled     = Yes
      FiresWhileTurning     = No
      RecenterTime          = 1
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes NotWhileAttacking
    PackTime = 3333
    UnpackTime = 3333
    TurretsFunctionOnlyWhenDeployed = Yes
    TurretsMustCenterBeforePacking = Yes
    ManualDeployAnimations = Yes
  End

  Locomotor = SET_NORMAL TroopCrawlerLocomotor
  
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 20.0
  End

  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay  = 500
    DestructionDelayVariance  = 100
    FX  = INITIAL  FX_BattleMasterExplosionOneFinal
  End
    
  ; A crushing defeat
  Behavior = FXListDie ModuleTag_07
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_09
    CrateData = SalvageCrateData
  End
  Behavior                 = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
  End

  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I&#39;ll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End


  Geometry = BOX
  GeometryMajorRadius = 32.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 17.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    

End


plz tell me what to change....

thx

also for some reason it doesn't destroy all missles, although the delay between shots is 0

plz explain that to me too

thx too

Edited by pirate, 28 December 2007 - 23:14.

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#35 Slye_Fox

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Posted 29 December 2007 - 01:45

set reload time to 100 (0 means it dosn't reload i beleave)

TO make the shield invinceable to all attacks, you must change all attacks to use projectiles.
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#36 Sgt. Rho

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Posted 29 December 2007 - 01:54

No. 0 means that it reloads instantly.

#37 AfterFlash

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Posted 29 December 2007 - 03:26

Ok, I don't get this at all. How exactly do you make a shield by coding? can someone gimme the code please? I'm not exactly a genius at coding you know.

#38 Slye_Fox

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Posted 29 December 2007 - 04:07

You make a gun like the point defence laser on the Palidin.

Then you edit all the wepons so they use a projectile object.


And i dout anyone will code this for you because of the amount of codeing needed to be done.
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#39 pirate

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Posted 30 December 2007 - 21:28

Coz I now finally managed to make a good shield here are the codes

the first one must be put in the ini of the faction u want (dont forget to change e.g. the commandbutton of the battlebus so u can build this object ingame)
Object shieldgenerator

  ; *** ART Parameters ***
  SelectPortrait         = SURadarVan_L
  ButtonImage            = SURadarVan
  
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
 
; ------------ Normal  
    DefaultConditionState
      Model = AVHUMMER
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER
    End
    AliasConditionState = RUBBLE
    
    TrackMarks = EXTnkTrack.tga
    TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:shieldgenerator
  Side                  = GLA
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY AirF_RaptorPointDefenseLasershld
    Weapon = SECONDARY None
  End
  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 1
  BuildTime       = 1         ;in seconds    
  VisionRange     = 125
  ShroudClearingRange = 300
  Prerequisites
    Object = GLAArmsDealer
  End

  ExperienceValue = 60 60 120 200    ;Experience point value at each level
  ExperienceRequired = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable = No             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = GLATankScorpionCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = ScorpionTankVoiceSelect
  VoiceMove = ScorpionTankVoiceMove
  VoiceAttack = ScorpionTankVoiceAttack
  SoundMoveStart = ScorpionTankMoveStart
  SoundMoveStartDamaged = ScorpionTankMoveStart
  VoiceGuard = ScorpionTankVoiceMove

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = ScorpionTankVoiceCreate
    ;TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    VoiceEnter = ScorpionTankVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 370.0
    InitialHealth   = 370.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 740
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 9999999
      RecenterTime = 0   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
Locomotor = SET_NORMAL TroopCrawlerLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 40.0
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 50
    DestructionDelay = 2000
    DestructionDelayVariance = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_ScorpionTankDeathEffect 
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End

  Behavior = DestroyDie ModuleTag_09
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_12
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End
  
  Behavior                 = TransitionDamageFX ModuleTag_13
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I&#39;ll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = FireWeaponUpdate ModuleTag_22
    Weapon = EnergyShieldWeapon
    ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 10.5    
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME   
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End


add these ones to ur weapons.ini

Weapon AirF_RaptorPointDefenseLasershld
  PrimaryDamage = 500
  PrimaryDamageRadius = 1
  AttackRange = 95
  DamageType = LASER
  DeathType = NORMAL
  WeaponSpeed = 999999
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
  AcceptableAimDelta = 180
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiBallisticMissile = Yes
  AntiSmallMissile = Yes
  AntiProjectile = Yes
  AntiGround = No
End


Weapon EnergyShieldWeapon
  PrimaryDamage = 500
  PrimaryDamageRadius = 95
  AttackRange = 150
  DamageType = HAZARD_CLEANUP
  DeathType = NORMAL
  WeaponSpeed = 99999
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 16
  AcceptableAimDelta = 180
End


in the armor.ini replace the ProjectileArmor with this one (or just make sure: Armor = HAZARD_CLEANUP 100%)

Armor ProjectileArmor         ;Missles are armored from basic damage
  Armor = DEFAULT         25%     ;this sets the level for all nonspecified damage types
  Armor = FALLING         0%      ;projectiles are immune to falling damage
  Armor = LASER           100%    ;lasers are anti-personel and anti-projectile only (for point defense laser)
  Armor = SMALL_ARMS      25%     ;gives Quad and gattling a little more punch. 
  Armor = MICROWAVE         0%
  Armor = GATTLING        25%     ;resistant to gattling tank
  Armor = HAZARD_CLEANUP  100%      ;Not harmed by cleaning weapons
  Armor = KILL_PILOT      0%      ;Jarmen Kell uses against vehicles only.
  Armor = SURRENDER       0%    ;Capture type weapons are effective only against infantry.
  Armor = SUBDUAL_MISSILE   100%
  Armor = SUBDUAL_VEHICLE   0%
  Armor = SUBDUAL_BUILDING  0%
End


and if you also want it to be effective agains ballistic weapons
also replace the BallisticMissileArmor with this one

Armor BallisticMissileArmor 
  Armor = DEFAULT         80%     ;this sets the level for all nonspecified damage types
  Armor = FALLING         0%      ;projectiles are immune to falling damage
  Armor = HAZARD_CLEANUP  100%      ;Not harmed by cleaning weapons
  Armor = KILL_PILOT      0%      ;Jarmen Kell uses against vehicles only.
  Armor = MICROWAVE         0%
  Armor = SURRENDER       0%      ;Capture type weapons are effective only against infantry.
  Armor = SUBDUAL_MISSILE   100%
  Armor = SUBDUAL_VEHICLE   0%
  Armor = SUBDUAL_BUILDING  0%
End


as far as I tested this doesn't affect the ambulance to kill projectiles or missles
I hope u like it ;)

Edit: Note: will only work against missles (all kinds) and tankshells and some weapons you didn't expect to use projectiles (like the ambulance D:D)

noted :P

Edited by pirate, 31 December 2007 - 00:08.

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#40 Slye_Fox

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Posted 30 December 2007 - 23:26

Also note that this shield code will not work against weapons that don't use projectiles (Like the rifles).
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