After searching through the 5 pages of results and performing numerous tests in the Galaxy editor, I still have this question unanswered:
Does the Defensive Matrix for a Battlecruiser have a way of showing impact hits? I see no model or actors associated. When a Battlecruiser has the Defensive Matrix active, missiles and attacks do not actually cause any visual shield impact effects to happen when the Battlecruiser is fired upon. Furthermore, all attacks made against the Battlecruiser with a Defensive Matrix actually hit the Battlecruiser itself, rather than the Defensive Matrix, taking away from the authenticity of the shield. Same for Tosh's Psi Shield.
Any thoughts? I'm working on some solutions but would appreciate anyone's input. Thanks.
@Sirrace: Go It's no simple task to add shield visual effects. There's a lot of data related to it, if you search for custom shield visuals or something like that you will find something.
There are no models for the effect you want. Protoss shields have unique models that are created when a protoss unit is hit, but you don't have those for the DM. You could probably create those or edit the protoss ones though.
If you want to go find how shield effects work I recommend searching the actors for the protoss shields, how the protoss units' are set up and so on.
Thanks, Soul. I believe I found the Protoss shield actors you're referring to and I was tinkering with them earlier. They won't provide what I'm looking for as the DM animation will still remain undisturbed when it's hit by a missile or weapon; I'm trying to show the DM reacting to all incoming hits by "bubbling" or something similar to how Protoss shields react to being hit.
That being said, do you think the next best solution would be feasible: have each missile/hit upon the DM cause a directional (actor using shield face) mini-explosion appear next to the DM to simulate the projectile being reflected/absorbed? If the animation for the DM is fixed, then the next best thing is to mimic its shielding effect by having attacks somehow visually reflected/absorbed.
I simply added a shield in Attachment Properties of the Battlecruiser Model with Origin (ID), Shield (Keys), Shield Radius to 2.7 (near perfect radius for Defensive Matrix), and Squid Type as Shield. Looks great visually. The UI: Shield Armor Name should be Unit/ShieldArmorName/DefensiveMatrixShields by default.
Note, I didn't give the Battlecruiser shield stats (life, armor, shield regeneration rate, etc) as this would give the Battlecruiser an additional shield on top of the Defensive Matrix.
Why Blizzard doesn't have this by default is beyond me (maybe a patch removed it). The Defensive Matrix actually functions as it should with this change.
Screenshots below with a comparison of Defensive Matrix pre-change and post-change.
*SOLUTION BELOW*
Hi Guys,
After searching through the 5 pages of results and performing numerous tests in the Galaxy editor, I still have this question unanswered:
Does the Defensive Matrix for a Battlecruiser have a way of showing impact hits? I see no model or actors associated. When a Battlecruiser has the Defensive Matrix active, missiles and attacks do not actually cause any visual shield impact effects to happen when the Battlecruiser is fired upon. Furthermore, all attacks made against the Battlecruiser with a Defensive Matrix actually hit the Battlecruiser itself, rather than the Defensive Matrix, taking away from the authenticity of the shield. Same for Tosh's Psi Shield.
Any thoughts? I'm working on some solutions but would appreciate anyone's input. Thanks.
@Sirrace: Go It's no simple task to add shield visual effects. There's a lot of data related to it, if you search for custom shield visuals or something like that you will find something.
There are no models for the effect you want. Protoss shields have unique models that are created when a protoss unit is hit, but you don't have those for the DM. You could probably create those or edit the protoss ones though.
If you want to go find how shield effects work I recommend searching the actors for the protoss shields, how the protoss units' are set up and so on.
Good luck.
@SoulFilcher: Go
Thanks, Soul. I believe I found the Protoss shield actors you're referring to and I was tinkering with them earlier. They won't provide what I'm looking for as the DM animation will still remain undisturbed when it's hit by a missile or weapon; I'm trying to show the DM reacting to all incoming hits by "bubbling" or something similar to how Protoss shields react to being hit.
That being said, do you think the next best solution would be feasible: have each missile/hit upon the DM cause a directional (actor using shield face) mini-explosion appear next to the DM to simulate the projectile being reflected/absorbed? If the animation for the DM is fixed, then the next best thing is to mimic its shielding effect by having attacks somehow visually reflected/absorbed.
Easy fix! Followed critical1's short tutorial on shields (http://www.sc2mapster.com/forums/resources/tutorials/8296-visual-shields-terran-or-zerg-with-shields/)
I simply added a shield in Attachment Properties of the Battlecruiser Model with Origin (ID), Shield (Keys), Shield Radius to 2.7 (near perfect radius for Defensive Matrix), and Squid Type as Shield. Looks great visually. The UI: Shield Armor Name should be Unit/ShieldArmorName/DefensiveMatrixShields by default.
Note, I didn't give the Battlecruiser shield stats (life, armor, shield regeneration rate, etc) as this would give the Battlecruiser an additional shield on top of the Defensive Matrix.
Why Blizzard doesn't have this by default is beyond me (maybe a patch removed it). The Defensive Matrix actually functions as it should with this change.
Screenshots below with a comparison of Defensive Matrix pre-change and post-change.