SRIV Persistant Ultra Shield Visual Effects for the Player

Hi, I'm new; please forgive me if I'm being ignorant of etiquette or anything.

I've been trying to set up the player character with an ultra shield only to have it's visual effects stopped (specifically the shield around the player, not the 'on-hit' spark visuals) by some other visual effects such as those belonging to the player's powers ('super jump', 'telekinesis', 'super stomp', and some 'buff powers'). This isn't an exhaustive observation as I've not tried all the various effects etcetera but I have noticed that some visual effects are overriding the ultra shield's visual effect, and some are not; 'super sprint', 'blast', and 'cache buff' for instance.

I'd like to know if someone could shed some light on this dilemma for me please, perhaps pointing me to a file I may have missed or an explanation on how visual effects are applied and managed during gameplay (priority flags? indexes? first-come-first-serve?). The ultra shield itself works, and does a great job at stopping pretty much anything short of a Warden or another superpower endowed player from "ruining your shirt" but I'd like the visuals too.

The visual effect is redrawn [after being stopped prematurely] when the shield has been taken down by a superpower and it reboots. I've tried disabling some of the invasive visuals in an effort to get them to be drawn persistently but that didn't work because the effect triggers are still firing [or something]. I've tried changing a few parameters here and there such as the indexes but that didn't work because they're not some sort of priority indexes. I've also been looking for LUA functions and animation/state triggers etcetera. I've been at it for hours and haven't made any progress on making the effects persistent, short of learning some stuff. I need to sleep.

I'll eyeballed some files and have uploaded those I thought would have been responsible, these files aren't largely if at all modified; I've rolled back anything that wasn't working for me, so the offending visuals are still enabled etcetera. I've listed some notable elements for each file if you want to retrace my footsteps:
  • Character.xtbl
    • Line: 14432.
  • Decal_Info.xtbl
    • Lines: 425, 516, and 585.
  • Effect.xtbl
    • Lines: 7018, and 7127.
  • MatFX.xtbl
    • Lines: 114, 210, and 333.
  • VFX.xtbl
    • Lines: 4278, 4343, 5842, and 12813.
P.S. While I'm here; is 'character.xtbl' the best place (from a best practice point of view) to be plonkin' an ultra shield on the player's character? It's a bit "all-or-nothing". I'd like to do in LUA at some point and toggle it on and off but at the moment I'm unsure whether the needed functions are exposed or accessible. I've only seen a few functions that might be applicable.

P.S.S. Please & thank you.
 

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It looks like these are all handled with material effects and the code is calling things to kill all material effects on a player at times. I think that is what you are seeing happen to you and unfortunately I'm not sure of a good fix for that.
 
Thanks for taking a gander. I'll look into it again when I've got a function to toggle the ultra shield, in the mean time I'll focus my attention elsewhere.

Note: The shield gets real freaky visually, on the ship.
 
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