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Replying to Some question regard of modding with Corsix


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Gambit

Posted 20 March 2019 - 08:30 PM

Hmm.... Needs testing. I am not sure the entrench_ext supports it, as I have never tried it - normally it must, but one can never know.

Even if the AE does not support it, SCaR most possibly does. And since all landing flyers MUST use SCaR (because of the stuck issue), I cannot remotely see any good reason why not.

 

Why, do we have a unit that has that behaviour?

If yes, I can experiment :twisted:


thudo

Posted 20 March 2019 - 07:45 PM

@ Lemontree - you brought up a good idea on Discord..

 

Can I make a Flier land and become a regular "moving" vehicle?

 

I know we do this for both Thunderhawks in DA and Stormravens in UM but they are stationary when they land so I cannot at all imagine if we allowed it too move on the ground why it would not then be treated as a standard ground vehicle?

 

Did you ever see if it did work using that logic (ie. entrench_ext)?


LemonTree

Posted 16 March 2019 - 04:11 PM

What do you mean?

 

1] To be re-researched later, under a specific condition? if so then yes, but you must use the code I used for Ahriman in Thousand Sons. WARNING: You must not change the values, because you will have CTDs. The method I used there is never used before, and you must know EXACTLY what you are doing - it is as complex as AE can get. :grad:

 

2] OR to be like an ability? If so,.... use an ability!! Buildings can also have abilities :p

Thank you very much brother,i think the ability is exactly what i need


Gambit

Posted 16 March 2019 - 11:47 AM

What do you mean?

 

1] To be re-researched later, under a specific condition? if so then yes, but you must use the code I used for Ahriman in Thousand Sons. WARNING: You must not change the values, because you will have CTDs. The method I used there is never used before, and you must know EXACTLY what you are doing - it is as complex as AE can get. :grad:

 

2] OR to be like an ability? If so,.... use an ability!! Buildings can also have abilities :p


LemonTree

Posted 16 March 2019 - 06:55 AM

Is it possible to have a research toggleable ?


LemonTree

Posted 26 February 2019 - 12:45 PM

Strange... I suppose then that abilities attached to weapons are not fully implemented :thumbsdownsmiley:

 

Talos

I do not understand what you want to achieve exactly...

I suppose you want a targeted ability?

Because if you make it so, all of the projectiles will hit the targeted point (or a circular area around it, if you maintain scattering).

Nevermind brother,i think i can find a way around this


Gambit

Posted 26 February 2019 - 09:43 AM

Strange... I suppose then that abilities attached to weapons are not fully implemented :thumbsdownsmiley:

 

Talos

I do not understand what you want to achieve exactly...

I suppose you want a targeted ability?

Because if you make it so, all of the projectiles will hit the targeted point (or a circular area around it, if you maintain scattering).


LemonTree

Posted 25 February 2019 - 04:14 PM

Ah...

So then, it is properly coded?

Please experiment with the dark_eldar_torture_amp ability a bit... I have never tested it, but I do not see why it should NOT be working.

So I suggest you modify the stats of the ability. For example the traget, the target_ground, it it would be targetable (the most possible) or timed, etc. For example, load Ad Mech mod, and have a look at the Data\attrib\weapon\am_orbital_marker_stalker.rgd weapon, and especially the mechanicus_orbital_marker_ability impact ability. This ability DOES work, so see into its stats.

Brother i have tried everything including copy your weapon stats and ability,nothing work.It seem like i hit a dead end so i'm gonna list the idea to see if they are other ways
I have a Talos from Dark Eldar
The Talos have an ability call wildfire,which fire in wild direction (surprise surprise)
I want such Talos to fire "wildfire-maker",which mean that there should be wildfire cast on the position of victim impact point
Do you know anyway to accomplish it ?


Gambit

Posted 24 February 2019 - 06:57 PM

Ah...

So then, it is properly coded?

Please experiment with the dark_eldar_torture_amp ability a bit... I have never tested it, but I do not see why it should NOT be working.

So I suggest you modify the stats of the ability. For example the traget, the target_ground, it it would be targetable (the most possible) or timed, etc. For example, load Ad Mech mod, and have a look at the Data\attrib\weapon\am_orbital_marker_stalker.rgd weapon, and especially the mechanicus_orbital_marker_ability impact ability. This ability DOES work, so see into its stats.


LemonTree

Posted 24 February 2019 - 04:47 PM

That is not the "proper" order, you "missed" a step! :p

 

So, in the impact_ability of the weapon above, you must insert an actual ability!

Create a new one, and put it in there.

In this new ability, have the Torture Amp entity spawned, by putting it in the ability's spawn_entity_name entry.

but but but dark_eldar_torture_amp is an actual ability,i even test it with a couple of existing ability and new fresh ability.Nothing happened


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