Yep it's far from finished, I kind of ran out of time yesterday as getting the materials on the forceshield to look right took a while, and tweaking the client-side so it worked just right.
Some buildings aren't shielded and behave the same way they did before, which still looks strange.
What I've tried to do is put kickers wherever there isn't already implicit level geometry that defines the edge of the map, so the kickers ride over the top of buildings which form intrinsic walls, so you'll hit the forcefield if you try to jump
on top of the building but not if you just bump up against it. I did this on some of the buildings because the kicker would make you hit another peice of level geometry and you'd end up ricocheting off both like a pinball!
If you think the forceshield should come down everywhere I'll have a think about it, but I feel that where the edge is already clearly delineated, putting the kicker isn't necessarily required.
if you look at the sky after triggering a shield, you can see strange anomalies.
Actually it's there all the time, you just have to be at the right angle. The way I'm fading the material is using a TriggeredTexPanner with a gradient ramp with a transparent strip in it's "at rest" location. What I think is happening is that at the right distance/angle, the MIP map is taking over and perhaps a slightly opaque part is making it to the shader. If I'm right I can fix this just by either removing the MIP maps or just manually making them all transparent so that at lower LOD the thing just doesn't show up.
The other method could be to reign in the cull distance for that mesh, since they already cull significantly, I might make the cull distance shorter to mitigate the effect.
In some places you can get a little through the shield that you wouldn't be able to see it (I think it's up on the train railway on one side).
Yep I know about that one, I think the squeeze modifier I applied to make the shield into a dome actually moved some of the bottom vertices of the shield, it's a bit time-consuming to re-do the mesh so I just need to realign the blocking volumes and kicker volumes to where the mesh actually is.
But other than that, it's an awesome effect and good job!
You know I only spotted this after about the third time reading the post and had thought up to that point that you thought it was rubbish
By the way, does the shield throw you away with a force that is dependent on the way you bump into it?
For incident speeds less that walking speed it does nothing. For higher speeds it reflects the incident vector along the surface normal but caps the vector components to a sensible value so you don't go bouncing off around the level like a crazy person. That bit of code I copied from U2ReflectionKicker.
And how about making an emitter effect that spawns in the place you touch the shield wall, maybe similar to what the train emits?
Getting an approximate touch location isn't too hard, all that is needed is to offet the pawn's location by the reverse of the surface normal with a size equal to the pawn's collision radius I think. But yeah I had thought of that but I'd probably make a different Salamander for it to the train spark. I'd probably do that server side as well so that other players could see the effect.
Anyways, going to do some more work on it this evening so we'll see what I can come up with.
EDIT: Whoops this ended up being a long post