Quote: --- Original message by: Advancebo
helpful....
you use scripting
No, scripting has nothing to do with this. AI recharging shields is a collision model property, and the collision model is referred to by the biped tag.
In the collision model tag for your AI's bipeds, look for these values and set them based on these descriptions:
Shield Vitality: this is how much total shield strength you want. For reference, the chief has 75, and elites have about 100 to 300.
Shield Material Type: this is the material that is used when the shield is up to interpret how much damage is given to the shields. I recommend setting this to either "cyborg energy shields" or "elite energy shields".
Stun Time: this is how long you want the shields to stay down after they've been hit. For the chief, it's 6 seconds. After this time is up is when the shields begin recharging.
Recharge Time: This is how long it takes the completely empty shields to charge up to full shields. For the chief, it's 4 seconds.
Shield depleted effect: You should set this so that there's a visual indication of when the shields are down. I recommend setting it to "characters\cyborg\cyborg shield depletion.effect"
Now, those are overall values. Under the "Materials" section, for each material, set the "shield damage multiplier" to how much you want that part of the biped to take shield damage (setting it to 1 means normal damage, setting it to 0 means no damage).
Now, be aware that this sets up the shields, but I haven't explained how to make that visual shield hit plasma effect whenever the shields are hit by bullets. I'll explain that later if you want.