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sam_hamwitch

Member Since 28 Jul 2020
Offline Last Active Jan 21 2021 10:38 AM

Posts I've Made

In Topic: Is it possible to toggle move_to_min_combat_range ingame with an ability?

02 September 2020 - 09:07 PM

Are you saying that without the modifier it's impossible to make it work with move_to_min_combat_range at all? I thought maybe it would be possible to use SCaR to flip the variable instead of a modifier, but then I don't actually know how to use SCaR yet lol.

This is still something that I'd like to do, but I'll have to revisit it in a few months. If I make any progress I'll let you know :)

In Topic: Is it possible to toggle move_to_min_combat_range ingame with an ability?

02 September 2020 - 07:43 AM

Thanks for the advice!

I'll try and be a bit more specific about what I wanted to do. I'm assuming that move_to_min_combat_range makes the unit move into range of its shortest range weapon when an attack order is given? What I wanted to do was create a generic ability that I could add to the unit control panel for different units that would flip move_to_min_combat_range on and off.

The usage would be something like this: you have a marine squad with a flamer. You want the squad to engage with the flamer when an attack order is given, so you flick the toggle to the 'true' setting. Later you decide that it would be better if they stayed back and engaged with bolters, so you flip the toggle to 'false' and now when you order an attack they move to bolter range.

Anyway, it sounds like I would need to use SCaR to get it working properly, so this is probably more of a longer term project. But thanks for giving me a hint on how to proceed :)

In Topic: Adding heavy weapons as leaders to FoK

13 August 2020 - 11:57 PM

Thanks for the reply! 

 

I've made a bit more progress today, so I'll keep at it and if I run into any problems that I really can't solve myself I'll post the code here.

 

Good luck on your own projects  :whatoa:  You mentioned you needed help - if you need simple AE changes done I could probably spend a little time on that. It would depend on exactly what it is but I'm reasonably confident doing those sorts of changes in Corsix now. 


In Topic: Adding heavy weapons as leaders to FoK

13 August 2020 - 06:03 AM

Finally got everything working ingame. Now I'm just trying to get the AI to build the heavy weapon "leaders".

 

I've run into a couple of really strange issues. The first one is that by modifying the guard AI tactics file for regular guardsmen I got everything working fine, but then things stopped working when I changed the loader.ai for the guard, modified the tactics file for veteran guardsmen, and created a new tactics file for veteran grenadiers. To be specific, after I made those changes the regular guardsmen squads stopped using the addon upgrades to upgrade the default heavy bolter weapon teams, although they would before. I have no idea why though as I haven't touched the guardsmen tactics file since.

 

The second issue is that when I tried to duplicate everything for the veteran squads, instead of building the weapon teams they'd build a second sergeant instead. Firstly, I have no idea why the same code (I copied and pasted it) gives me weapons teams for guardsmen but sergeants for veterans. Secondly, I don't understand how the AI is capable of building a second sergeant at all, since I set multi_with_upgrades to true in the SBP, which stops me from building more than one leader of the one type!


In Topic: Adding heavy weapons as leaders to FoK

29 July 2020 - 01:30 AM

OK after a bit more playing I figured the first part out. For anyone that cares, the relevant bit was in area_effect>weapon_damage>modifiers, where there's a default_weapon_modifier_hardpoint1 which increments the weapon on the hardpoint by the amount you set. Once I worked that out the rest was pretty easy, and I was able to get all my heavy weapons ingame and fitting in the UI. The upgrade icons still have the description for the combi plasma that I used as a base and the icons themselves are pink boxes, but I guess I can sort that out somehow. 

 

So now I just need to solve my .whm issue for the guard. I think this is the more difficult issue, so if anyone has any ideas I'd be very grateful  :whatoa: