⌂Starsiege: Tribes Community Archive

StaticShapeData ShieldGen community-made

Not part of the retail game. No Dynamix version of this name exists.

24mods
6variants
38%agreement
◨ In-game configuration

This community StaticShapeData ships no new art — it reuses 1 existing Dynamix model, shown in the configuration the mod's script uses (structure). A player appears only in the third-person / carried view; each weapon also gets the first-person mount, which the engine positions differently. Drag to orbit; click a model below to view it alone.

Structure
ABCDEF

6 variants across 24 mods; the most-shipped one is in 38% of them — no version dominates — this name was forked hard.

What the variants disagree about

propertyA9 modsB4 modsC4 modsD3 modsE2 modsspread
sequenceSound[0]{ "power", SoundShieldGenerator }{ "enable", SoundFabGenStart }{ "power", SoundShieldGenerator }{ "power", SoundShieldGenerator }—3 vals
shapeFile"generator_p""generator""generator""bridge""generator"3 vals
sequenceSound[1]—{ "power", SoundShieldGenerator }———2 vals

Shaded cells differ from most-shipped. — = property absent. spread counts distinct values across all 6 variants, not just the 5 shown.

Same in all 6 variants (10)

description "Shield Generator", classname "ShieldGen", debrisId flashDebrisLarge, mapIcon "M_generator", damageSkinData "objectDamageSkins", shadowDetailMask 16, explosionId LargeShockWave, visibleToSensor true, mapFilter 4, shieldShapeName "shield"

All 6 variants

A 9 mods the most-shipped version
description"Shield Generator"
shapeFile"generator_p"
classname"ShieldGen"
debrisIdflashDebrisLarge
maxDamage1.8
mapIcon"M_generator"
damageSkinData"objectDamageSkins"
shadowDetailMask16
explosionIdLargeShockWave
visibleToSensortrue
mapFilter4
shieldShapeName"shield"
sequenceSound[0]{ "power", SoundShieldGenerator }
B 4 mods sequenceSound[0] { "enable", SoundFabGenStart } · sequenceSound[1] { "power", SoundShieldGenerator } · shapeFile "generator"
description"Shield Generator"
shapeFile"generator"
classname"ShieldGen"
debrisIdflashDebrisLarge
maxDamage1.8
mapIcon"M_generator"
damageSkinData"objectDamageSkins"
shadowDetailMask16
explosionIdLargeShockWave
visibleToSensortrue
mapFilter4
shieldShapeName"shield"
sequenceSound[0]{ "enable", SoundFabGenStart }
sequenceSound[1]{ "power", SoundShieldGenerator }
C 4 mods shapeFile "generator"
description"Shield Generator"
shapeFile"generator"
classname"ShieldGen"
debrisIdflashDebrisLarge
maxDamage1.8
mapIcon"M_generator"
damageSkinData"objectDamageSkins"
shadowDetailMask16
explosionIdLargeShockWave
visibleToSensortrue
mapFilter4
shieldShapeName"shield"
sequenceSound[0]{ "power", SoundShieldGenerator }
D 3 mods shapeFile "bridge"
description"Shield Generator"
shapeFile"bridge"
classname"ShieldGen"
debrisIdflashDebrisLarge
maxDamage1.8
mapIcon"M_generator"
damageSkinData"objectDamageSkins"
shadowDetailMask16
explosionIdLargeShockWave
visibleToSensortrue
mapFilter4
shieldShapeName"shield"
sequenceSound[0]{ "power", SoundShieldGenerator }
E 2 mods no sequenceSound[0] · shapeFile "generator"
description"Shield Generator"
shapeFile"generator"
classname"ShieldGen"
debrisIdflashDebrisLarge
maxDamage1.8
mapIcon"M_generator"
damageSkinData"objectDamageSkins"
shadowDetailMask16
explosionIdLargeShockWave
visibleToSensortrue
mapFilter4
shieldShapeName"shield"
F 2 mods maxDamage 7.8 · sequenceSound[0] { "enable", SoundGeneratorPower} · sequenceSound[1] { "power", SoundShieldGenerator} · shapeFile "generator"
description"Shield Generator"
shapeFile"generator"
classname"ShieldGen"
debrisIdflashDebrisLarge
maxDamage7.8
mapIcon"M_generator"
damageSkinData"objectDamageSkins"
shadowDetailMask16
explosionIdLargeShockWave
visibleToSensortrue
mapFilter4
shieldShapeName"shield"
sequenceSound[0]{ "enable", SoundGeneratorPower}
sequenceSound[1]{ "power", SoundShieldGenerator}