Human mod almost Complete (New Full faction)
#41
Posted 26 July 2010 - 03:25 AM
#42
Posted 26 July 2010 - 03:29 AM
I think stuff like that, the guys can come up with on their own.
You have to realise that the ones doing this mod are only making existing stuff playable, they are not going to be able to model new units or structures because they don't have that manpower. I'd say this modis already 90% done since nearly all the human stuff is already up and running.

#43
Posted 26 July 2010 - 12:32 PM
Valdez, on 26 July 2010 - 03:29 AM, said:
Yeah, the remaining 10% (building) is a massive hurdle though.
Edited by CanadaMan7, 26 July 2010 - 12:32 PM.
#44
Posted 26 July 2010 - 12:43 PM
infantry = barracks
aircraft = airfield
Done.
Anything else = you need to model buildings or kitbash existing ones at the very least. Not viable.

#45
Posted 28 July 2010 - 11:59 AM
#46
Posted 11 August 2010 - 12:34 PM
#47
Posted 11 August 2010 - 03:27 PM
#48
Posted 14 August 2010 - 03:36 PM
andreas aspenberg, on 11 August 2010 - 03:27 PM, said:
So do I
Well, I released the current version on moddb. I'm pretty busy with my other mod right now, and I start my freshmen year of college tomorrow. So, I definitely wont have as much time as before.
Anyways, either Con7Con or myself will continue providing updates for it. Hopefully, we can fix that damn transform ability and finally get working construction.
#49
Posted 14 August 2010 - 04:09 PM
#50
Posted 16 September 2010 - 06:07 PM
On that note, a modding question. Is it possible to have GRENADE weapons scatter in a circular area instead of a straight line? I'm trying to make the Dragoon into Steel Rain so a few of them can unload a ridiculous barrage of dumbfire rockets on an area and turn everything there into dust, including Hierarchy walkers.
#51
Posted 16 September 2010 - 11:01 PM
If you're talking about multiple projectiles saturating an area you could look up the Apache's ability code or Mirabel's rocket code. Neither use GRENADE type weapons though.

#52
Posted 16 September 2010 - 11:57 PM
SpardaSon21, on 16 September 2010 - 06:07 PM, said:
It has been a long while, but you should check the Grunt's scattergun. I think if I remember correctly its projectile-per-burst and maximum arch code can be modified to send projectiles in random directions besides the stable arch.
#53
Posted 17 September 2010 - 01:20 AM
It uses normal projectiles, firing simultaneous projectiles per shot, with a defined scatter value. Light mode Skylord does the same.

#54
Posted 17 September 2010 - 10:38 AM
Valdez, on 17 September 2010 - 01:20 AM, said:
It uses normal projectiles, firing simultaneous projectiles per shot, with a defined scatter value. Light mode Skylord does the same.
I know, but the code in question should work for any sort of projectile since it is just part of the firing data rather than the projectile itself.
#55
Posted 17 September 2010 - 11:04 AM

#56
Posted 17 September 2010 - 02:09 PM
#57
Posted 17 September 2010 - 09:38 PM
Now then, Empire at War had a modifier that threws off the accuracy for certain weapons:
<Targeting_Fire_Inaccuracy> [Type, say "Small"], 0.0 </Targeting_Fire_Inaccuracy>
Given that Universe at War uses the same engine, I would assume it should still be able to use this modifier. I've seen the modifier used in both the unit's profile and in projectile profiles, so it may need some playing with to get what you want.
If that doesn't work, you could also try borrowing the missile barrage code and transforming it into a special attack ability rather than an activated one (check the Grunt's melee knockback ability for the lines needed, then cut out references to the UI_activated_ability).
#58
Posted 17 September 2010 - 10:41 PM
SpardaSon21, on 17 September 2010 - 02:09 PM, said:
You could try and make it an attack ability like strategist said.
<Targeting_Type> LAND_ANY_LOCATION </Targeting_Type> is VERY LIKELY not going to work, because that is used for abilities that have a user-clicked target area.
Your best bet is probably still Targeting_Fire_Inaccuracy under the weapon behaviour. For instance, the Military Apache has its inaccuracy set to 15, and its machine gun does have quite a scatter when firing.
Interestingly I tried increasing the inaccuracy value for my Dervish, who does shoot ROCKET type projectiles

They didn't scatter much though. Dunno why. I had the value set to 20. Maybe the rocket flight behaviour interferes with it.
Edited by Valdez, 17 September 2010 - 11:01 PM.

#59
Posted 18 September 2010 - 02:17 AM
Strategist, I am using that <Targeting_Fire_Inaccuracy> line, with the value set to 150, and like I said, the projectiles impact on a 150 unit long line that is oriented perpendicular to the direction of firing. Considering I have no idea how to ability code, and since I find XML highly confusing, I hope I don't have to make it an ability.
Edited by SpardaSon21, 18 September 2010 - 02:19 AM.
#60
Posted 18 September 2010 - 02:40 AM
Everyone knows inaccuracy for weapons is measured as a radius of a circular region (based on cone of fire). Trust PG to dumb it down to a line...
Well... I guess you're out of options then
Edited by Valdez, 18 September 2010 - 02:42 AM.

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