Space Engineers

Space Engineers

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Pocket Shield v3
   
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Type: Mod
Mod category: Other
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891.276 KB
16 nov 2021 om 10:33
23 mrt 2024 om 8:49
26 wijzigingsnotities (weergeven)

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Pocket Shield v3

Omschrijving
The outside world is dangerous. Take a Pocket Shield with you. Give one to your AI Bot companion.

Update notice 2024/03/24
v3.3.2: Pocket Shield item icons now appear correctly in AI Enabled inventory interface..

Description
This mod add a Pocket Shield that protect you from a few stray bullet, or even from a lot of stray bullets.
When you have at least one Pocket Shield item in your inventory, it will emit a shield. You can put a few Shield Plugins in to further boost your shield capability.
Shields stat are configurable.

Current available Plugins:
  • Capacity Plugin: More shield so you die less.
  • Defense Plugin (two damage types): Less damage bleed through to Health so you die less.
  • Resistance Plugin (two damage types): Shield takes less damage so you die less.




Known Issues
  • Explosion Emitter doesn't accept Plugins. Workaround: Go to User Config file and under Explosion Emitter, change Max Plugins Accepts to any value you want.
  • Explosion Emitter's Overcharge ends instantly. Workaround: Go to User Config file and under Explosion Emitter, change Overcharge related configs to any value you want.

Credits/Thanks
Thank Digi a lot for helping with API code.
Thank jTurp and Deapri for fixing icons in AI Enabled inventory.

Permission and stuffs
You are free to reupload modified version of this mod. If possible, you can create your own using this mod as the template (yes, this mod is just a modding template for Pocket Shield).

Github repository [github.com]
Populaire discussies Alles weergeven (3)
8
8 nov 2023 om 17:51
BELANGRIJK: Mechanic Request
SK
5
19 feb 2022 om 8:23
BELANGRIJK: Bug Report
SK
2
19 jan 2022 om 5:35
User Config Guide - What is "NonDef" and "NonRes"?
SK
76 opmerkingen
lord.riker 2 apr om 0:44 
Thank you for your quick reply. I look forward to it!
SK  [auteur] 2 apr om 0:00 
@lord.riker
Issue confimed, I will fix as soon as I have time
lord.riker 1 apr om 5:20 
This doesn't seem to be working right anymore. Tested the ballistic shield against an interior turret and while it looks like I get the initial defense bonus the ballistic plugins don't seem to do anything. The HUD element shows that it's increased my defense to nearly 100%, but I still take ~1/2 damage like without the plugins. The visible shield effect also doesn't seem to be triggering at all and the shield's HP only decreases by 1/250 by the time I've died. Tested in a survival world without any other mods.
Deapri 21 mrt 2024 om 14:10 
Ok SK, that paste transparent materials file will work now dynamically. https://pastebin.com/Wf7u57sw here is the template for any other inventory items.
Deapri 20 mrt 2024 om 20:39 
You are of course welcome to the discord for AiEnabled to discuss this more real time if you like.
Deapri 20 mrt 2024 om 20:36 
here SK this is what is needed to align each item. https://pastebin.com/eP3HBg7R
Deapri 20 mrt 2024 om 19:24 
I suggested subID matching but we'll see what he does, if the materials are in the shields now, it'll be on his side to get it sorted, thanks for doing that.
Deapri 20 mrt 2024 om 19:23 
Working on that, jTurp said he needs to adjust the script to also recognize, going to see if it can be made a little more dynamic.
SK  [auteur] 20 mrt 2024 om 17:19 
What does this changes? I applied it and nothing looked changed to me (and the icon in bot inventory is still the default cube icon)
Deapri 20 mrt 2024 om 13:52 
<?xml version="1.0"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<TransparentMaterials>

<TransparentMaterial>
<Id>
<TypeId>TransparentMaterialDefinition</TypeId>
<SubtypeId>MySubtypeID</SubtypeId>
</Id>
<AlphaMistingEnable>false</AlphaMistingEnable>
<CanBeAffectedByOtherLights>false</CanBeAffectedByOtherLights>
<AlphaSaturation>1</AlphaSaturation>
<Emissivity>0</Emissivity>
<IgnoreDepth>false</IgnoreDepth>
<NeedSort>false</NeedSort>
<SoftParticleDistanceScale>0</SoftParticleDistanceScale>
<Texture>MyIcon.dds</Texture>
<Reflectivity>0</Reflectivity>
<UseAtlas>false</UseAtlas>
<UVOffset>
<X>0</X>
<Y>0</Y>
</UVOffset>
<UVSize>
<X>1</X>
<Y>1</Y>
</UVSize>
</TransparentMaterial>
</TransparentMaterials>