How to stop enemies to walk through an allied shield?

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How to stop enemies to walk through an allied shield?

Postby Redline » Wed Feb 21, 2018 2:17 pm

I've never tried this before, but does anybody know if it's possible to block enemies from passing through an allied shield? :)

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Re: How to stop enemies to walk through an allied shield?

Postby Lorul1 » Fri Feb 23, 2018 4:38 pm

I’m not 100% sure what you mean by this can you reexplain ? If this helps at all though sometimes I will change they AI type for certain teams from SOILDER to something like HOVER and then give them there own barriers and paths. So if you set the enemy’s to HOVER then make a barrier around whatever shield you have set up so that HOVER can not cross you should be good to go

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Re: How to stop enemies to walk through an allied shield?

Postby Redline » Sat Feb 24, 2018 3:02 pm

Lorul1 wrote:I’m not 100% sure what you mean by this can you reexplain ? If this helps at all though sometimes I will change they AI type for certain teams from SOILDER to something like HOVER and then give them there own barriers and paths. So if you set the enemy’s to HOVER then make a barrier around whatever shield you have set up so that HOVER can not cross you should be good to go


The properties for the shield should be like: No collision for allied team and collision for the enemy team.

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Re: How to stop enemies to walk through an allied shield?

Postby Teancum » Sat Feb 24, 2018 3:25 pm

The best you can do is the workaround mentioned above. Setting the enemy types in the odf to a different class than Soldier you can block them out

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Re: How to stop enemies to walk through an allied shield?

Postby Redline » Mon Feb 26, 2018 1:39 pm

Teancum wrote:The best you can do is the workaround mentioned above. Setting the enemy types in the odf to a different class than Soldier you can block them out


That's mean, I've to change the com_inf_default?
But I can't find the the com_inf_default.odf
All I can find is com_jedi_default.odf and com_hero_default.odf

But wait com is default for all units, right?

Maybe, that's means I've to put it like this:
Exsample: imp_inf_default.odf
Hidden/Spoiler:
Code: Select all
[GameObjectClass]
// Base class for all imperial soldiers, inherits from com_inf_default

ClassParent             = "com_inf_default"
ClassLabel          = "hover"             // <--- Something like this? But it does not work. It has no effect ingame.           


[Properties]
// general VO
HurtSound               = "imp_inf_com_chatter_wound"
DeathSound              = "imp_inf_com_chatter_death"
//AcquiredTargetSound     = "imp_inf_com_chatter_acquired"
//HidingSound             = "imp_inf_com_chatter_hide"
//ApproachingTargetSound  = "imp_inf_com_chatter_approach"
//FleeSound               = "imp_inf_com_chatter_flee"
//PreparingForDamageSound = "imp_inf_com_chatter_predamage"
//HeardEnemySound         = "imp_inf_com_chatter_heard"
DamageRegionSound       = "impmalechoke"
ChokeSound              = "impmaleforcechoke"
//ShockFadeOutTime      = "0.8"
//ShockFadeInTime       = "2.0"
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold    = ".25"
FoleyFXClass            = "imp_inf_trooper"

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