How does the Monolith become a vehicle? I expected it to be a ability locked into the "hg_3" addon but I can't find it.
No, it is not an Addon.
It is a hard-coded extension. Look into the monolith structure, for the offline_ext.
But you will not be able to achieve anything spectacular brother...
If you desperately want an alternative, download the Adeptus Mechanicus Explorators Mod, and look how I coded the HQ there.
Mind you, it requires heavy SCaR coding and AE coding.
Advanced stuff.
I can't seam to find the way to effect auras? I keep looking at Auras but none of them seam to describe what they do?
If you are talking about aura abilities, look into each ability's area_effect for radius, and in there, look into weapon_damage/modifiers. You will find in each modifier what the ability does and whom it affects.
Now if you are talking about the "visual" aura, this is either an event that the ability forces on the affected squads (look into weapon_damage/hit_events),m or it is a specific modifier that triggers an aura. For these auras, look into the event_manager_ext of each entity. You need to search a bit and experiment, in order to fully understand what I am saying.
How do I edit the UCS files? This seams like a very important step!
You can do it either by a text editor like Notepad++, or you can modify it directly through Corsix.
If you want to make a NEW blank UCS file, there are small tools to help you. I do have one, if you are interested.
Also note, that if you want to combine your mod with other mods, in order to avoid the mess of overlapping values, go HERE, to see what ranges are available, and ask Thudo to register the range you want and assign it to your mod.
Is there a way to limit the amount of leaders in a squad by type? Say I make a Guard squad and I want them to have one Sergeant, one Ogryn Boneheads and one Kasakin leader. But not a pool of 3 leaders but a limit of one for each leader.
Doable.
Go into leader_ext of the squad you want, set a limit of max_leaders of 3, and experiment with the multi_with_reinforce and multi_with_upgrades boolean values to get the desired outcome. There are indeed some limitations to the composition, so you may need to resort to compromises.
How do I make sub menus like the building menu? To explain my idea: You can pick between between 3 separate tech trees via a sub menu. I am guessing that I can make a addon that uses the "Requirement_exclusive" but the sub menu still eludes me
You can only modify the UI via advanced Taskbar coding.
We have achieved this with FreeUI (coded by brother Miros).
But it is complex.
My suggestion is to do it via the requirement_ext of each building.
Specifically:
- Have ONE core building (best it be the HQ, with the hq_ext), and in it, put the 3 tech trees as Researches. In the research_ext, set the research_limit to 1.
- Make these researches "mutually exclusive" in appearance, so that if you build one of the three, the other two disappear. (in their requirement_ext, use the required_research properly)
- Have the 3 tech buildings, to have each of these researches as a requirement.
If you find this difficult, download the Dark Angels mod, and see what I did there for the 3 Branches we use. It is exactly what you are after.
Is there a way to link the amount of special weapons a squad has to the squad size?
There is a way, but it is a bit complex.
- First, set the original weapon max_upgrades of the squad (in squad_reinforce_ext) to zero.
- Then you need to add a modifier_apply_ext extension to the core entity troop of the squad (of the entity does not have that already).
- In there, you need to go into the modifiers, and add a modifier that increases the total weapon of the squad by one, using the max_upgrades_squad_modifier.
This way, each time a new entity (troop) appears, the squad will have one more weapon upgrade.
How does armor work? From what I can tell Terminators are the only once who have any armor value other then 100 (They have a min of 3)
For damage, look HERE.
For Armour an Minimum Armour....
I really do not know!!
The value of 100 in Armour is the basis. I suppose above that, a percentage is absorbed.
As for min armour, it is lowest value the armour penetration of weapons can go.
I think.
Edited by Gambit, 18 March 2025 - 09:17 AM.
-In search of Papasmurf...