Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Issue confimed, I will fix as soon as I have time
<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>
needs blue colored shield though =)
You don't see the bubble effect because I have (temporarily) disabled the effect, they flashes like crazy when you get shot at.
I don't quite get what you want about the damage calculation, but this shield is design to absorb all incoming damage, or a portion of incoming damage. Maybe this is what you mean?
eye focus point of the player, where he looks at with some degree of margin representing the size of the shield. Could one like with a radar then use that directional data just from where he is look, using to find out what in that direction would be? or internally simulating what is going on in a turret when it takes aim.
If you would make damage calculation after the fact, first getting hit, then adding health again in the way mittigation / resistance / prevention would be set?
Again it wasn't ment as a critique of your efforts, it is already better than anything else in that aspect on the workshop. I appologize if i went too far there. Point still being, i think it could be done better, but it would be of lower priority than say directional block and by that you got some time to find someone. I might ask around myself, but no promises.
For directional shield to work, I need to figure out where the projectile comes from. This can be done with missile and block, but for bullet it is difficult since there is no good way to get a bullet's direction. That is why the directional shield stalls for such a long time.
Even if you request, I still can't do it right now since I don't know how to ^^
About graphics, I'm not good at that so for now I use the game's default effect.
can it be a userdefined keybind? i know i am rather egocentric with my keybinds at times, i imagine others are too and something that needs reaction time i would maybe even put on one of my mouse buttons.
However I never have time to implementing the directional and deflection mechanic, and it is somewhat difficult to implement that due to ModAPI's limitation.
I still want to finish the feature though, maybe that will take a long time ^^
I couldn't find anything about that in config files but i could've missed something.
seams like loading into a world while beeing in a cryopod with poketshields is still a certain ctd.
found it out after i was building a while, freezing myself while going to eat so that my refineries would continue to work. my pc decided needed an update and restarted while i was gone, loading back into the world was continuously doing ctd after that but onc ei did remove poketshields it was loading in fine.
i did already load a few times into a worl while in a cryopod with pketshields in the world in the past so i think it is somehow related to the inventory rework which we already found out had an issue with entering something.
It doesn't impact much but still a bug..
thx for the quick fix.
would be interesting to know what exactly do you mean with "This introduces new bug." in the changelog of the core?
either the update on pocket shield or pocket shield core causes the game to freeze and ctd everytime i enter a seat, cockpit or cryopod.
refering to the updates form 05.03.2022 20:06 and 05.03.2022 20:43 respectivly.
timestamp is going for local cet/cest time.
- "explosive resistance plugin doesn't subtract when dropped while using projectile emitter"
What do you mean by this? I've tried dropping one Explosive resistance plugin item, two items separately, two items as a stack and the stat is change correctly.
- "explosive emitter doesn't benefit from plugins at all"
Fixed but not pushed yet, thanks for pointing this out (I want to fix both before pushing an update ^^). Meanwhile you can open User Config file and change Explosive Emitter's "Max Plugins Accepts" to 8 or something. It should be 0 there and is the issue.
-explosive emitter doesn't benefit from plugins at all
(I wonder why it didn't show up a few days ago...)
If it still occurs, go to Storage\2739353433.sbm_Pocket Shield Core, open server config file, increase Log level to 5, then try reproduce the issue, then grab the server log and shield log and send it to me.
Trying to understand a bit of the code behind it and I was wondering... If it's possible (I guess it should be, or its hardcoded), how can you get to change the display of the stats on the hud ?
Testing it with the Eat.Drink.Sleep.Repeat mod, and the hud added by that mod hides your Stats Display.
Searched a bit and modified values in the Session_PocketShield and the Config files related to what i think is hud display, but didn't get any changes.