New Blood
#101
Posted 15 April 2012 - 03:46 PM
I still don't get the ocl which fires a weapon. What is the point of it? Why not just fire a suicide weapon like any other suicide unit?
#102
Posted 15 April 2012 - 08:55 PM
I sorted the extra shortcu button, but now the shortcut is there from the start, even when I haven't built the super weapon!
Edited by Tomeister, 15 April 2012 - 08:56 PM.
#103
Posted 16 April 2012 - 04:17 AM
Also where are you finding the fake hydrogen bomb?
Edited by ApOcOlYpS, 16 April 2012 - 04:20 AM.
#104
Posted 16 April 2012 - 08:53 AM
I changed the enum from scud_missiles to some other rocket- cant remember of the top of head and comp not available. Think it's banikour-missile but I don't know exactly.
If your planning on adding a new building, how will you change it to fit in with tournament mode?
I added a new super weapon, and it has a built limit depending on Supw restriction, but when I build it it then says building already built- for other super weapons! So basically this is the only super weapon I can build because it stops the rest!
Edited by Tomeister, 16 April 2012 - 09:08 PM.
#105
Posted 19 April 2012 - 02:03 PM
I added a new super weapon, and it has a built limit depending on Supw restriction, but when I build it it then says building already built- for other super weapons! So basically this is the only super weapon I can build because it stops the rest!
I'd check what superweapons' other superweapons have for their restrictions. In fact, I'm pretty sure all superweapons follow the rules for other buildings in tournament mode. The super weapon restriction is reserved for things like hero units (Jarmen Kell, Yang Wang, etc).
Also while consolidating the strategy center over into the new tomahawk storm, I found these:
Behavior = GrantUpgradeCreate ModuleTag_0999
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = GrantUpgradeCreate ModuleTag_visup
UpgradeToGrant = Upgrade_GLABombTruckBioBomb
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = GrantScienceUpgrade ModuleTag_Science0111
GrantScience = SCIENCE_Tech1
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Can someone explain them? I feel like they're linked to the upgrades that the strategy center provides, but due to the naming convention it's a bit hard to follow. I'll keep looking around.
Edited by ApOcOlYpS, 19 April 2012 - 03:55 PM.
#106
Posted 19 April 2012 - 07:17 PM
Hey I have a modelling/skinning question. I haven't really had a chance to look into it yet myself. Are skins created by basically "painting" on the model and then somehow exporting the texture, or do I have to figure out how a skin will wrap around a model and draw it manually as a 2d image (and if so, how do I do that)?
You need to UV map a texture to the model. If you are making a new texture, UV map the model first then use that to make the texture (you'll probably need to adjust the UV mapping when you make the texture). If you are fitting an existing texture to the model then just UV the texture to the model.
UV mapping is done from within the modeling software, gmax or 3ds max for example. You would then take that UV map (either by export or screenshot) and use a program like photoshop for the texture.
Behavior = GrantUpgradeCreate ModuleTag_0999
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = GrantUpgradeCreate ModuleTag_visup
UpgradeToGrant = Upgrade_GLABombTruckBioBomb
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = GrantScienceUpgrade ModuleTag_Science0111
GrantScience = SCIENCE_Tech1
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Can someone explain them? I feel like they're linked to the upgrades that the strategy center provides, but due to the naming convention it's a bit hard to follow. I'll keep looking around.
Not sure what the biobomb upgrade grants, I would have to look at the code for that, but the Control Rod upgrade is used to grant the SCEINCE_Tech1 (the under construction exemption means you have to finish building before it is granted). I think the SCIENCE_Tech1 is used with the escelation upgrades, the upgrades would require the science before they can be purchased.
Edited by Rosco9487, 19 April 2012 - 07:18 PM.
#107
Posted 19 April 2012 - 08:00 PM
You need to UV map a texture to the model. If you are making a new texture, UV map the model first then use that to make the texture (you'll probably need to adjust the UV mapping when you make the texture). If you are fitting an existing texture to the model then just UV the texture to the model.
Okay. I learn about UV mapping in a few weeks so I think I'll wait until then to deal with skinning. Will work on models in the mean time though.
I think the SCIENCE_Tech1 is used with the escelation upgrades, the upgrades would require the science before they can be purchased.
I should be able to find that under the escalation objects then right? Couldn't the object just require the building instead? I'll take a look tonight or tomorrow.
Edit 3: I am victorious! I can import w3d into 3ds Max, which can export to fbx which can be imported into Maya! Hopefully I get as much control as I think I do, but Maya is SO nice for polygon modeling. Assuming everything works fine, I should be able to start cranking out new models as I'm very familiar with Maya.
Edited by ApOcOlYpS, 25 April 2012 - 03:35 PM.
#108
Posted 30 April 2012 - 10:31 PM
I have a question- is a construction yard system possible on zero hour?
P.s
I got it wrong, it's not fake hydrogen bomb, but fakecommand_hydrogenbomb.
#109
Posted 30 April 2012 - 11:26 PM
#110
Posted 01 May 2012 - 07:12 AM
#111
Posted 01 May 2012 - 12:37 PM
Actually I'm pretty sure that would work. You can have shortcuts for selections even (think leonidas or unit groups in Contra). AI might have an issue with it though.
Edited by ApOcOlYpS, 01 May 2012 - 02:38 PM.
#112
Posted 03 May 2012 - 03:44 PM
#113
Posted 03 May 2012 - 08:18 PM
Don't security defenses do this too?
Edited by Tomeister, 03 May 2012 - 08:18 PM.
#114
Posted 03 May 2012 - 10:04 PM
Can someone explain how to change a unit's weapon set from an upgrade? I'm getting hung up on a weaponset's condition being PLAYER_UPGRADE, but I can't find where PLAYER_UPGRADE is defined.
You use this module:
Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaTOWMissile
End
The weaponset with the PLAYER_UPGRADE condition will be used once the upgrade in the above module is purchased.
#115
Posted 03 May 2012 - 10:40 PM
#116
Posted 03 May 2012 - 10:47 PM
#117
Posted 03 May 2012 - 11:12 PM
Edited by ApOcOlYpS, 13 May 2012 - 01:24 AM.
#118
Posted 13 May 2012 - 01:26 AM
#119
Posted 13 May 2012 - 06:40 PM
#120
Posted 13 May 2012 - 06:41 PM
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