ShipShieldComponent
v1.4.8
A ship shield that hides while a boarding ramp covers it, and that breaks like a DestructableComponent. It cannot be focused.
Find placed ones in the Scene panel with s:ShipShieldComponent. See Filter.
Where you put it
Add the script to the shield entity. Packed prefabs shields_holder and shields_group in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml use names such as shield_lvl1_S, shield_lvl2_S, and shield_lvl3_N.
What you set
shields_group stores the destructible rows in this order. Values 0 and 1 are off and on. The class adds no fields of its own.
| Panel field | What to do with it |
|---|---|
| BattleSide | None, Defender, or Attacker. The shield stores None. |
| CanBeDestroyedInitially | Off: hits do nothing until something else enables destruction. The shield stores on (1). |
| DestroyOnAnyHit | On: the next hit destroys it. The shield stores off (0). |
| DestroyedByStoneOnly | On: only a siege-stone blow advances the state. The shield stores off (0). |
| DestructionStates | Comma-separated broken child or prefab names. The shield stores empty. |
| HeavyHitParticlesTag | Tag of children that burst on a heavy hit. Empty. |
| HeavyHitParticlesThreshold | Damage at which those particles burst. The shield stores 5. |
| MaxHitPoint | Hits needed. The shield stores 100. |
| NavMeshPrefabName | Navmesh prefab. Empty. |
| ParticleEffectOnDestroy | Particle id when it is destroyed. Empty. |
| PassHitOnToParent | On: this hit is also applied to a destructible parent. Off (0). |
| ReferenceEntityTag | Child tag whose shape is the intact reference. Empty means this entity. |
| SoundAndParticleEffectForwardOffset | Moves the destroy effect along the facing. 0. |
| SoundAndParticleEffectHeightOffset | Raises that effect. 0. |
| SoundEffectOnDestroy | Sound id when it is destroyed. Empty. |
shields_holder stores the same values in a different row order.
What it does
While a boarding ramp is registered against this shield, the entity is hidden. When the last ramp drops, it is shown again. Hits use the destructible rows above.
Where it lives
Managed script on a destructible. Packed prefabs shields_holder and shields_group in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml.
Examples
No scene file stores this script.
South shield. Prefab shields_holder, entity shield_lvl2_S. MaxHitPoint 100, CanBeDestroyedInitially on, DestructionStates empty, BattleSide None. shield_lvl1_S stores the same rows.
North shield. Prefab shields_group, entity shield_lvl3_N. The same values, in the order in the table. Some copies in shields_holder (shield_lvl3_S, shield_lvl1_N) store no variables.