
Fynbos
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Everything posted by Fynbos
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v4 has been released. Full list of content: http://www.ultimate-empire-at-war.com
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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?
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Need help with a personal mod...
Fynbos replied to GeneralVeersB1's topic in EAW Mods General Workshop
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? -
I need help with a mod I want to make for FOC
Fynbos replied to Star Wars Godzilla Ruler's topic in EAW Mods General Workshop
Yeap. Looks right so far. Nice work. -
I need help with a mod I want to make for FOC
Fynbos replied to Star Wars Godzilla Ruler's topic in EAW Mods General Workshop
So what do you need help with? -
We have set the v4 release to upcoming Friday, March 30th.
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Need help with a personal mod...
Fynbos replied to GeneralVeersB1's topic in EAW Mods General Workshop
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. -
Yeah, I have the same problem in my mod. Could you tell the solution, when you found it? Merci.
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The icon is fine.
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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>
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Good idea, Monkey.
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How do I deactivate a unit when a certain other unit is build?
Fynbos replied to Fynbos's topic in EAW Mods General Workshop
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? -
All this "probably" can drive one crazy. Does someone here have a techlevel higher then 5?
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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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I once knew the solution to this, but right now I cannot get behind that error. Why does the icon of of a new hero unit show up twice when I use it in battle?
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So, you have 2 other techlevels. But do they also show up in the GUI "Tech: X" over the minimap?
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Aha... That works. Thank you very much.
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How do I deactivate a unit when a certain other unit is build?
Fynbos replied to Fynbos's topic in EAW Mods General Workshop
So, you say the activation and the deactivation with the textlevels in the sandbox files work. Even when you not start from the lowest tech and work your way all up, but start on highest level directly? Like? A hero is not sufficiant. They are spawned on techlevels and not on units. The problem is not to allow a unit or build or spawn, but to deactivate one when another is build. Simple "Either this - or that". :-\ -
I'd like to add that this "UaW" he is talking about is the upcoming non-Star Wars Game "Universe at War". http://www.petroglyphgames.com/games/starwars.php
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How do I deactivate a unit when a certain other unit is build?
Fynbos replied to Fynbos's topic in EAW Mods General Workshop
No, because of 2 things: - Things coded into the GC-techlevel-spawns to be deactivated do not work when you "jump over" them. For example: When you want to be Vader disabled when you reach techlevel 2, it will work when you start with techlevel 1 and then get the techupdate. But if you start that same GC with Level 2 at the beginning, Vader will still be there. I tested this twice, but if I am wrong, please tell me. - As I said: I dont want to have it tech-dependend, I want it unit-dependend. -
How do I deactivate a unit when a certain other unit is build?
Fynbos replied to Fynbos's topic in EAW Mods General Workshop
Nope, quite different. This one is about deactivating a unit after another is build, the other thread is about techlevel deactivation which does not work in GC / is buggy, since it will be not used when you overstep the given techlevel. -
Yes, the subject says it all: How do I deactivate a unit when a certain other unit is build? I want to deactivate the build option for a certain unit, when another certain unit is build. (At best: when it is build, not when its building, but I could live with it.) Any ideas? I would prefer to not make it an upgrade...
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After editing I loaded it into the alo viewer and it is missing a texture at all. Just that Petroglyph wrapping around it. So I went back to basic and only renamed the blue Thrawn texture and changed the reference in the alo. Same result, no texture at all showing up. My idea is that when I can change the units and the textures name, the other skin itself is a piece of cake. I attach a zip with what I did.