Hmm... yeah, that might be it. But, I think some of it might be these lines in shiparch.ini... as I recall, I had to mod them in order to totally debug my code and get my XML power upgrades working properly:
shield_link = cv_fighter_shield01, HpMount, SpConnect01
These are unique to every "stock" fl ship, and don't seem to "just" be concerned with the FX displayed. I have a feeling that they might have to do with the SUR, too.
And... lemme look at the code chunks I finally ended up with. Unlike Evo, where every ship has 4 new Hps (HpNew, HpNew1, etc.), I wanted to do things with just one- I figured that, since I've been building this project as more of a technical demonstration than anything else... that people might get confused by things if I had a huge amount of Hps sitting in FL's stock CMPs, and I figured that this would give me an easier time getting the XML coded, which it did. At any rate, my entries for the Powerplant Upgrades look a bit different than Chips's did. Dunno exactly
which change resulted in the "shots going through Shields occasionally" errors stopping, however- I am embarrassed to admit that I was mainly worried about bug-stomping and getting the Upgrades to be equipable and stable
[ShieldGenerator
nickname = power_generator01
ids_name = 0 ;GENERATESTRRES("Power Generator, Mk. 1"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Power Generator, Mk. 1</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>When you need more power... call on the Mark 1. It'll give you that extra boost you need. 100 Power/Sec.</TEXT><PARA/><POP/></RDL></xml>"
DA_archetype = equipment\models\st\ku_displacement_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 20000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 0
max_capacity = 0
toughness = 0
hp_type = hp_fighter_shield_special_1
offline_rebuild_time = 0
offline_threshold = 0
constant_power_draw = -100
rebuild_power_draw = 0
shield_collapse_sound = null
shield_rebuilt_sound = null
separation_explosion = sever_debris
LODranges = 0, 1
lootable = false
Edited by - Argh on 5/3/2005 12:01:34 AM