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Fynbos

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  1. v4 has been released. Full list of content: http://www.ultimate-empire-at-war.com
  2. I have some ground forces here, that refuse to fire on enemies, if they are to close, like about 5meters. The codes look ok, nothing special with them. <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .6 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Scale_Factor>1.5</Scale_Factor> <Affiliation>Underworld</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>Yes</IsBuildable> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>6</Damage> <Tactical_Health>80</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Create_Team>Yes</Create_Team> <Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types> <Projectile_Fire_Pulse_Count>5</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> What I am not sure about is this: <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> Anyone an idea, why my units arent good at close combat?
  3. For the Proton beam: Can you modify the DeathStarII Laser to your fitting? They seem to be basicly the same code, especially when you find this in both units: <!-- <Owner_Particle_Effect>Piet_Powerup_Particle_Effect</Owner_Particle_Effect> --> Or does that hit the hardpoints, too?
  4. Yeap. Looks right so far. Nice work.
  5. We have set the v4 release to upcoming Friday, March 30th.
  6. Would it be enough for you to just boost the power of the proton beam, so it inflicts so much damage, that the ship will blow up, no matter what type? Then you should search for <Damage_Per_Frame>50</Damage_Per_Frame> and replace it with another value, like <Damage_Per_Frame>5000</Damage_Per_Frame>. That should kill anything.
  7. Yeah, I have the same problem in my mod. Could you tell the solution, when you found it? Merci.
  8. The icon is fine.
  9. Ok, in case someone else finds himself in the situation: http://img48.imageshack.us/img48/7346/ueawerrantventurefw3.th.jpg You also have to edit the model-files for the hardpoints, and when you did that, you need rename them and change the reference in the hardpoint-file. <Model_To_Attach>YOURMODEL_HP00_E.alo</Model_To_Attach>
  10. Good idea, Monkey.
  11. Thats what I tried.So that hero code is buggy and that was what I tested back then. The regular unit remove works, yes. See: Z95. I want to disable a unit from the buildbar, when the other one is build, REGARDLESS of the techlevel. Example: You have the HinkyShip Class 1 and the Hinky Ship Class 2. Both are availble at the same time. You hit the Button for Hinky1. Hinky 1 gets build. Hinky 2 vanishes from the buildbar. (Dont care that much if it comes back, after Hinky1 is destroyed, if Hinky1 is 1 -1 or if its 1) Thats what yours does?
  12. All this "probably" can drive one crazy. Does someone here have a techlevel higher then 5?
  13. Not quite. If I set <Is_Named_Hero>No</Is_Named_Hero> the GC unit is fine, but in skirmish of course, it lacks the icon. Must be something else

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