Ahh interesting info!
I think next I want to experiment something like a missile ejected out before the propulsion fires (like how subs launch ballistic missiles).
Thanks dude!
Search found 9 matches
- Sat Jun 27, 2020 8:24 am
- Forum: Mapping and Modding
- Topic: Missiles
- Replies: 7
- Views: 4792
- Wed Jun 24, 2020 6:39 am
- Forum: Mapping and Modding
- Topic: Missiles
- Replies: 7
- Views: 4792
Re: Missiles
Ok, I got it to work as you have suggested: - maxlaunchspeed is the "launch speed", defaults to speed if it is -1. As long as this is less than "speed" and more than 0, it will accelerate. - speed is "max speed" - acceleration is acceleration. - minlaunchspeed (can't figure out the function of this,...
- Thu Jun 18, 2020 5:01 am
- Forum: Mapping and Modding
- Topic: Missiles
- Replies: 7
- Views: 4792
Re: Missiles
Thanks! I'll give it a shot and report back.
I've had trouble understanding the difference between the min and max launch speed.
I assume the "speed" parameter is the max cruise speed?
I've had trouble understanding the difference between the min and max launch speed.
I assume the "speed" parameter is the max cruise speed?
- Wed Jun 17, 2020 8:00 am
- Forum: Mapping and Modding
- Topic: Missiles
- Replies: 7
- Views: 4792
Re: Missiles
thanks for the reply.
Yeah, i've referred to that page, but the acceleration doesn't seem to work!
Yeah, i've referred to that page, but the acceleration doesn't seem to work!
- Wed Jun 10, 2020 12:06 am
- Forum: Mapping and Modding
- Topic: Missiles
- Replies: 7
- Views: 4792
Missiles
Hey guys, wondering if anyone can help me with this. I am trying to make missiles behave better in my mod. Could I get some advice on: 1. Missile acceleration - is it possible to have missiles launched at a low speed and then accelerating to a maximum speed? - there's a variable in the missile trait...
- Tue Dec 04, 2018 10:47 am
- Forum: Mapping and Modding
- Topic: Getting started
- Replies: 19
- Views: 18560
Re: Getting started
Cheers! I will have a look. Since posting I have found a solution that may help someone else (may not be the best/correct): Add the following to rules\palettes PaletteFromFile@playerRA: Name: playerRA Filename: temperatRA.pal ShadowIndex: 4 PlayerColorPalette@playerRA: BaseName: playerRA BasePalette...
- Mon Dec 03, 2018 11:23 am
- Forum: Mapping and Modding
- Topic: Getting started
- Replies: 19
- Views: 18560
Re: Changing RA to RD palette.
You'll need to convert the RA medic shp & cameo to td palette and add it to the TD bits folder. or Add an additional palette to the td mod and change the palette used of the medic. It's not as simple as copy and paste from RA to TD. Hi, I am finding this very difficult to do, have read a few thread...
- Mon Dec 03, 2018 12:58 am
- Forum: Mapping and Modding
- Topic: Unable to add new unit shp
- Replies: 2
- Views: 4201
Re: Unable to add new unit shp
I don't really understand the reason but your advice works! thanks MustaphaTR!
- Wed Nov 28, 2018 3:52 am
- Forum: Mapping and Modding
- Topic: Unable to add new unit shp
- Replies: 2
- Views: 4201
Unable to add new unit shp
Hi guys, I am new to modding and this forum so any assistance is appreciated. I am trying to add a new unit to my TD Openra mod. I have the hmlrs.shp, hmlrsicnh.shp and hmlrst.shp files of the hover mlrs in my bit folder. I have added the sequence in the vehicle sequence folder: hmlrs: idle: Facings...