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pabtyf
Member Since 12 Mar 2005Offline Last Active Aug 11 2006 01:48 PM
Community Stats
- Group Project Team
- Active Posts 209
- Profile Views 144,304
- Member Title T3A Forum Moderator
- Age 50 years old
- Birthday April 2, 1974
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Gender
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Location
wales, uk
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Finally finished my degree!!!!
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Topics I've Started
Babysitting :P
23 June 2005 - 09:28 AM
Hostile has asked me to thread sit while he's away, I've been out of the loop for a while so could anyone "working" on the BSG mod post here so I can get up to speed Thnx
New Faction problem
30 March 2005 - 02:28 PM
Don't know if anyone else has had this. I'm just going through the tutorial for the new faction. As soon as I edit any of the ini files worldbuilder refuses to start. It was working fine before i edited anything, but now it won't even start, it gets to about 10% and just drops out to the desktop.
I've been through the code and can't see anything obvious, am I missing something or what?
I've been through the code and can't see anything obvious, am I missing something or what?
Projectiles and fx
24 March 2005 - 09:55 PM
Does anyone know of a good tutorial on projectiles or fxlist entries, I can't figure them out at all.
I tried following one for generals, but alot of stuff is different in bfme
I tried following one for generals, but alot of stuff is different in bfme
Dismounting the ringwraiths/witchking
23 March 2005 - 02:08 PM
Has anyone managed to get the witchking to dismount?
I know you can build him separately, I've got that working.
I've used the code for the mine weapon to enable him to 'mount' the fellbeast, but now I can't get him off again.
I've tried using similar code to destroy the fell beast and create the WK but it just doesn't work.
the only way I've managed it so far was to remove the giantbirdai and replace it with standard aiupdate, and change the locomotor (as found here: http://www.forumplan...id=1580880&p=3) but that means the fellbeast loses all it's powers, and can't fly over walls (!?).
I think it's that GiantBirdAi that's causing the problem!
Any Ideas?
I know you can build him separately, I've got that working.
I've used the code for the mine weapon to enable him to 'mount' the fellbeast, but now I can't get him off again.
I've tried using similar code to destroy the fell beast and create the WK but it just doesn't work.
the only way I've managed it so far was to remove the giantbirdai and replace it with standard aiupdate, and change the locomotor (as found here: http://www.forumplan...id=1580880&p=3) but that means the fellbeast loses all it's powers, and can't fly over walls (!?).
I think it's that GiantBirdAi that's causing the problem!
Any Ideas?
Weapons, commandbuttons and commandsets.
17 March 2005 - 02:59 PM
Do weapons, command buttons and command sets have to go in their respective ini's or can you just add them to a unit's code?.
Example: I have a new building which creates new units which use new weapons. could it all go in one in file? or does it need to be separated?
you can't change the commandsets or buttons with the mod switch can you?
Example: I have a new building which creates new units which use new weapons. could it all go in one in file? or does it need to be separated?
you can't change the commandsets or buttons with the mod switch can you?
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