
UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 28, 2009 10:16 AM
Msg. 1 of 3
Why would you need an energy shield on the hunter, it already has a giant metal shield plus all the armor :S You did put it in the modifier shader slot right?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 28, 2009 12:14 PM
Msg. 2 of 3
If you're using the elite's shield, the intensity of the glow is controlled by the A function. You'd have to set up A on the hunter to match the elite for it to work correctly.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Aug 28, 2009 01:16 PM
Msg. 3 of 3
Create a new function in the hunter biped by clicking 'Add' in the 'Functions' block. Most likely the new function will be "C out" if you haven't changed the default Hunter functions.
Then, near the top of the biped tag where it says 'export to functions', change 'A in' to 'recent shield damage'. These are values exported to the functions based on the state of certain things.
In this case, 'recent shield damage' will export a '1' to the function if there was shield damage recently and will export a '0' to the function if there was no shield damage recently. Pretty simple.
Now go back to your new function. Change 'scale function by' to 'A in'. This means that the function 'C out' will be changed based on the value of 'A in' which is affected by 'recent shield damage'.
Then, change 'map to' to 'very early'. This affects how quickly the function transitions from '0' to '1' and back from '1' to '0'. In this case, it will transition earlier than the actual input from 'A in' does, so it will be quicker.
After that, write the function's purpose under 'usage' if you want to. The cyborg biped says 'shield glow source'.
Then, open up your modifier shader. Make sure that both the 'intensity source' and 'offset source' are set to your new function, which in this example is 'C out'.
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