Forged Alliance Forever Forged Alliance Forever Forums 2015-05-25T14:06:47+02:00 /feed.php?f=3&t=9988 2015-05-25T14:06:47+02:00 2015-05-25T14:06:47+02:00 /viewtopic.php?t=9988&p=100483#p100483 <![CDATA[Re: Shield effects missing - shield.lua]]>
Just to clarify what i meant about the shield rotations that I noticed (aside from the particle effects).

*Original effects*
Shield toggled on:
Static Cybran/Aeon/UEF (T2/T3 etc) - shield structure rotates
Static Seraphim T2 T3 - spiky blob hovers
Aeon/UEF mobile shields - opens up it's shield device or whatever it is

Shield toggled off:
All static shields become stationary
Aeon/UEF mobile shields - stores the shield device

Toggling between on and off makes the structure accelerate to rotation speed or slow to a stop.
seraphim mobile shield and UEF shield boat dont seem to have any special animations to begin with, but they have the particle effects which are also missing in 3640

*FAF3640 effects*
Regardless of whether the user has toggled shields on or off
cybran/UEF - continues rotation
Aeon/Seraphim - does not rotate/blob lies on the floor
Mobile shields - stuck in the closed state


I didnt notice anything wrong with personal shield units though.

Statistics: Posted by bamboofats — 25 May 2015, 14:06


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2015-05-25T12:43:16+02:00 2015-05-25T12:43:16+02:00 /viewtopic.php?t=9988&p=100480#p100480 <![CDATA[Re: Shield effects missing - shield.lua]]>

Come help us all out with the code any time ;)

Statistics: Posted by IceDreamer — 25 May 2015, 12:43


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2015-05-25T09:54:52+02:00 2015-05-25T09:54:52+02:00 /viewtopic.php?t=9988&p=100477#p100477 <![CDATA[Re: Shield effects missing - shield.lua]]> here. Expecting us to get this into 3641, which is scheduled to be released soon.

Statistics: Posted by Sheeo — 25 May 2015, 09:54


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2015-05-25T07:39:44+02:00 2015-05-25T07:39:44+02:00 /viewtopic.php?t=9988&p=100476#p100476 <![CDATA[Shield effects missing - shield.lua]]> The shield emitting particle effects and shield structure rotations were missing. (tested with 3 different computers)
This affects all shield generators and mobile shield units as well.

Refer to the attached pictures!

I traced this to 2 lines of code inside the shield.lua file.
The original unmodded supcom had these entries

-- INSIDE OnState = State {
self.Owner:OnShieldEnabled()

-- INSIDE OffState = State {
self.Owner:OnShieldDisabled()


While the FAF shield.lua had the self.Owner:OnShieldEnabled() lines removed.
I tried adding those 2 lines back and the effects were restored.

Is there a particular reason these were removed? I believe it was somewhere around FAF3636

Current effects using FAF latest version
FAF 3640.jpg

Original effects
Vanilla FA.jpg

Statistics: Posted by bamboofats — 25 May 2015, 07:39


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