Overshield power up duration

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CaptainPoopface
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Overshield power up duration

Post by CaptainPoopface »

Has anyone been able to change the duration of the overshield power up? I have adjusted the value in the eqip tag, which works for active camo but apparently not for shields. I'm looking for something like 5 to 10 seconds. I'm afraid I will have to hack it, which I would much rather not do.
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DoorM4n
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Re: Overshield power up duration

Post by DoorM4n »

And you're just saying you want the overshield to be a short amount of time--like degenerate faster? (because 5-10 seconds seems much slower than the normal overshield)
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CaptainPoopface
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Re: Overshield power up duration

Post by CaptainPoopface »

Yeah, I want it to go from full over shields to no over shields in 5 seconds. By default, it's about a minute. I have scoured the plugins and can't find the overshield amount or duration. I'll probably have to do something dirty or just give up.
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DoorM4n
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Re: Overshield power up duration

Post by DoorM4n »

Oh okay, well I don't think I've seen anything like that before. My first reaction, though, is to check the matg tag or multiplayer globals. I'll check it out when I get the chance.
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bumlove
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Re: Overshield power up duration

Post by bumlove »

I don't have plugins to pour over but I'd think it would be in jpt!
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CaptainPoopface
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Re: Overshield power up duration

Post by CaptainPoopface »

I don't see anything in the jpt tag related to overshields. I wonder if it's in a shader function...
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XZodia
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Re: Overshield power up duration

Post by XZodia »

It wont be in shad, its graphics only.
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CaptainPoopface
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Re: Overshield power up duration

Post by CaptainPoopface »

That's what I would expect, but the shader controls the speed of the conveyor belts, which always seemed bizarre to me. I'm grasping at straws at this point. I don't want it to be in the .xbe somewhere. It's not in the bipd, matg, mulg, hlmt, scnr, eqip...
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