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Lauren

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Everything posted by Lauren

  1. Also having a lot of different units using a lot of 2048x2048 textures is just a waste for an rts where you look at them from quite a distance.
  2. When you tried the GrabPassenger, did you also add an AISpecialPowerUpdate for it?
  3. that's the list I made some time ago, I made them in a c# style manner... it just means that you can have a variable amount of objects to be passed in the function... like: ExecuteAction("NAMED_KILL", self) or ExecuteAction("SHOW_MILITARY_CAPTION", message, "3")
  4. The scripts are the same as the scripts available in WorldBuilder. If you want to know the name (some aren't in the scripts.ini) create a blank map with that script and save it. The order of the parameters is the same as it's in the WB. If you're using the lua event nugget iirc the signature is func(self, other) where self is the victim, and other the shooter. Might be vice versa, but you cannot just use "NODScorpionBuggy".
  5. For it not to acquire a new target contact point each shot try setting PreferredTargetBone to a specific bone name and give every targetable object a bone with that name. You could use roottransform, but this might cause it to point down too much.
  6. The laser itself doesn't seem to work with that method tho. http://pastebin.com/MbteBuE8 The deathtype is probably suicided. So you can add an animation, or OCL, which shows it flying off instead of crashing. Also might want to remove the EVA unit lost.
  7. It actually doesn't. It's just a damage pulse inside a minimum and maximum range.
  8. Vertigo rarely uses it because the weapon was designed to only shoot behind it (aircraft which is following the vertigo within 30 degrees).
  9. 2 things that could be the thing: 1. What is ACCEPTABLE_AIM_DELTA defined as? 2. In the turret settings MinimumPitch is default at 0d, which probably means ground aligned. Might have to set it to -120d or something to be able to point down.
  10. The game does not use the XSD. It only reads the binary. If the binary doesn't fit the classes, and therefore the binary format, the game crashes.
  11. You cannot just change the xsd, the compiler only changes xml into binary, which the game needs to be able to understand.
  12. You cannot just add something if it isn't present and supported by the engine.
  13. GLA Command Center Behavior = OCLSpecialPower ModuleTag_11 SpecialPowerTemplate = SuperweaponRebelAmbush UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3 UpgradeOCL = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2 OCL = SUPERWEAPON_RebelAmbush1 CreateLocation = CREATE_AT_LOCATION OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. End Sciences are incompatible as name to enum mapping doesn't really work in my tests.
  14. KW was not developed by EALA.
  15. You best start by learning what a normal map even is (at least the basics). From there it's actually quite simple. Each pixel on a normal map represents a 3d vector (where RGB is translated to XYZ). It is used to store the direction in which the surface points, so shadows etc can be calculated. Z is the up direction. And for an orientation you need a unit vector (length of the vector is always 1). As colors are stored in 3 channels with 0-255 steps one has to define how to get negative values from there, so it's basically broken in half, so values lower than 128 represent negative values (value in 0-1 range * 2 - 1) which is why a flat part of the normal map is 128,128,256 (as 128 represents 0). All other values are how the vector must be rotated to match the surface. Now to get a normal map you can just use the nvidia plugin as suggested in to docu, which is recommended. With that you first paint a height map (black and white image, brighter values suggest that part is higher, dimmer values are lower), and then the plugin will automatically calculate the vectors which are needed to either make a height jump or if the color ramps up. As anything needs a little more space it is recommended not to overdo details, as explained in the documentation.
  16. RepeatDetonateMoveThresh: The distance the unit has to move through the minefield to execute another detonation.
  17. All questions had been answered long ago. I don't know why Fandore needed to necro this topic. The first answer post answered where the model condition is set and later the other one.
  18. GettingBuiltBehavior: Dunno if it works but if not there's also the RebuildHoleBehavior. (Structure uses the RebuildHoleExposeDie which spawns the hole which then has the RebuildHoleBehavior doing the rebuild, the hole can be reused as the rebuilt object is set by the RebuildHoleExposeDie). GiveUpgradeUpdate: In BFME it was planned that instead of upgrading just the squad a "porter" would be built, which has the upgraded weapons/armor on its cart (having a GrantUpgradeCreate with the unit upgrade, or upgraded near your buildings) which then walks up to the selected squad and delivers the given upgrade to it. So all unit upgrades of the "porter" unit are transferred to the target. HighlightReachableTargetsSpecialAbilityUpdate This should spawn an fx on every unit in range of the update module pointed to by ModuleId, though my experiments with it failed I cannot with certainty say that it's broken, I made these experiments around 2008 and might have missed something. Though I'd guess it's a module they never bothered to finish.
  19. As Stygs mentioned in the other topic, work with the regular skin modifier, then convert it to WWSkin.
  20. 1. Weapon speed in the weapon template.
  21. You can just open it with WrathEd and check the changes.
  22. You require the Beam Cannon to be heroic to draw your laser. Also your heroic laser is never used.
  23. DozerAI: Didn't test that one as the all purpose version the repair drones use have more options. Emotions: The emotion nuggets are in the emotions.ini... I am not completely sure this one still works correctly, but I didn't test it myself. DynamicPortal: Yes it's from BFME, and has to do with fortress walls. There were doors only your units could use, units were moved from one end to the other.
  24. Everywhere where a spinning earth is on the top of the screen.
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