Human mod almost Complete (New Full faction)
#61
Posted 18 September 2010 - 02:49 PM
#62
Posted 19 September 2010 - 01:07 AM
I have a feeling a GRENADE weapon may have properties that override the weapon range. This may be for the sake of Orlok's siege mode, which has infinite range.
When making your grenade projectile it is advisable to ignore the maximum range in weapon behaviour and instead impose your max range in <Projectile_Max_Flight_Distance> under <BehaviorType Name="ProjectileBehaviorType"> in the projectile itself. That seems to work.


This is from my Skylord weapon ranging tests. Vertigo is the camera tether.
Edited by Valdez, 19 September 2010 - 01:48 AM.

#63
Posted 19 September 2010 - 12:30 PM
#64
Posted 19 September 2010 - 08:58 PM
Sometimes they'd have trouble firing at targets that are on either higher or lower ground than them, and this would make them walk right up to the target (very bad if enemy base). Sometimes they'd be able to shoot at a target 3 feet away even though I explicitly gave them a minimum range of 100. Somehow I think PG didn't do a very good job with the firing solution for GRENADE weapons. I just hope for the sake of all those EoN artillery players that they fixed the firing solution
Edited by Valdez, 19 September 2010 - 09:01 PM.

#65
Posted 04 December 2010 - 07:35 PM
#66
Posted 22 December 2010 - 06:08 PM
PRAISE HIM!!!
The original creator of the Human Military Mod - Natoforcer.^^
Ok, now seriously. Unfortunally I am not here for modding (others did this very good). I just found some videos of my mod on youtube, started to check the "old" stuff again and was surprised to see how everythingt has developed.
And now I am playing UaW again (sometimes, a little bit) with the new Human mod and I can say: It is awesome. You did a very good job.
Edited by Natoforcer, 22 December 2010 - 07:03 PM.
#67
Posted 22 December 2010 - 07:20 PM
Natoforcer, on 22 December 2010 - 06:08 PM, said:
PRAISE HIM!!!
The original creator of the Human Military Mod - Natoforcer.^^
Ok, now seriously. Unfortunally I am not here for modding (others did this very good). I just found some videos of my mod on youtube, started to check the "old" stuff again and was surprised to see how everythingt has developed.
And now I am playing UaW again (sometimes, a little bit) with the new Human mod and I can say: It is awesome. You did a very good job.
Ah NatoForcer, good to see you dude!
I actually should say thanks to you as well. I got my start on modding due to your early human mod for UaW, and for the past 2 years I've been in the process of making a Halo total conversion for Sins of a Solar Empire. And making this mod, of course.
Cool of you to drop by here.
#68
Posted 23 December 2010 - 02:31 PM
It was the first time that I was modding. I did it just for fun and to create some kind of basic on that others can built and it seems that it successfully worked.
I remember how I stopped my work shortly after a patch came out.
I think I was to lazy to continue or to restart and everything. Maybe I also lost interest in the game back at that time.
Gladly to see how far it has come.
Edited by Natoforcer, 23 December 2010 - 02:34 PM.
#69
Posted 31 December 2010 - 08:52 AM
#70
Posted 19 February 2011 - 02:25 AM
andreas aspenberg, on 31 December 2010 - 08:52 AM, said:
That's a shame. There's at least 3 links to the mod download in this thread.
Here's the latest one though:
http://www.moddb.com...-resistance-v06
#71
Posted 19 February 2011 - 02:57 AM
#72
Posted 16 March 2011 - 08:50 AM
I do 3d graphics, am currently on uni and have been working on and off on a command & conquer: renegade mod for about five years when I can see the time to... (and I can be arsed.
Examples of my work from my mod:
http://img193.images.../flametank.png/
http://img194.images...ammothtank.png/
(posting as links to not deter from the main point of this thread)
I'll also say that it looks very promising. I hope it's going to be finished as universe at war is one of my favorate games.. The fact that it didn't see a sequel is a damn shame.
#73
Posted 16 March 2011 - 09:35 AM
#74
Posted 16 March 2011 - 02:56 PM
Your models look excellent though, and it would be a great help if you wanted to model a few buildings/units for me. I've never rigged for UaW though, so it would definitely be some heavy experimentation.
#75
Posted 18 March 2011 - 07:33 AM
CanadaMan7, on 16 March 2011 - 02:56 PM, said:
Your models look excellent though, and it would be a great help if you wanted to model a few buildings/units for me. I've never rigged for UaW though, so it would definitely be some heavy experimentation.
Which patch am I supposed to run the mod on ? 1.2 or 1.3 ?
I'll need to try it out to get a proper feel for it
#76
Posted 02 July 2011 - 01:41 AM
#77
Posted 26 December 2011 - 03:59 AM
Buildings:
- Command Centre
- Research Facilty
- Defensive Buildings (I suggest having 2 if there is only 1 Super Weapon.)
- Super Weapon (I suggest having 2 if there is only 1 Defensive Building.)
Units:
- Construction Unit (Able to build and repair.)
- A Third Hero *Optional (I suggest having a airborne hero.)
Features:
- Research Tree
- Super Weapon Tech
So that is all. And its a really great mod you've made so keep on working on it! I believe in a few more years this mod may even bring UAW back to life again!
Edited by hterbin, 26 December 2011 - 04:00 AM.
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