Search found 13 matches

by Yoghurt
Sun Jun 06, 2021 5:33 pm
Forum: Mapping and Modding
Topic: Ammo Pool for Demolish: trait
Replies: 1
Views: 211

Re: Ammo Pool for Demolish: trait

Update: I have tried (sort of successfully) to create a weapon that does almost the same as the Demolition: trait. However, I'm not finding a way to use a combo of Infiltrate: and Armament:. To clarify, I can either make the Commando unit blow up a Structure from a very short distance without the Co...
by Yoghurt
Thu Jun 03, 2021 3:07 pm
Forum: Mapping and Modding
Topic: Ammo Pool for Demolish: trait
Replies: 1
Views: 211

Ammo Pool for Demolish: trait

I'm trying to limit the amount of C4 that the Commando unit can carry. Can someone point me in the right direction regarding a workaround. I'm thinking, maybe I'll have to create a weapon that does the same as the Demolition: trait. so I can assign the ammo pool to an armament. But hopefully someone...
by Yoghurt
Thu Jun 03, 2021 2:54 pm
Forum: Mapping and Modding
Topic: ammo crate
Replies: 2
Views: 264

Re: ammo crate

Thanks, this works perfectly! Much appreciated
by Yoghurt
Thu May 27, 2021 7:09 pm
Forum: Mapping and Modding
Topic: ammo crate
Replies: 2
Views: 264

ammo crate

Hello people, so far I have created a crate granting multiple instances of an "ammo" condition via the GrantExternalConditionCrateAction-command. This sort of works but there are a couple of problems with this. The unit collecting the ammo has an ammo pool and ammo pips. Simply granting more instanc...
by Yoghurt
Fri May 14, 2021 8:48 pm
Forum: Mapping and Modding
Topic: Transform building into building
Replies: 1
Views: 287

Transform building into building

I'm surely missing something... I'm trying to transform a building into another building. For some reason the Transform: trait doesn't seem to work here. It shows a blocked undeploy cursor. I'm assuming it's because it scans if the floor is free of any obstacles and since the building I'm trying to ...
by Yoghurt
Fri May 14, 2021 9:36 am
Forum: Mapping and Modding
Topic: Shading in maps
Replies: 2
Views: 332

Re: Shading in maps

Put this on the World actor. Adjust the paremeters to your liking. This should give you a good starting point.

GlobalLightingPaletteEffect:
Red: .5
Green: .65
Blue: .9
Ambient: 1
by Yoghurt
Fri May 14, 2021 9:23 am
Forum: Mapping and Modding
Topic: Change production queues on condition
Replies: 3
Views: 411

Re: Change production queues on condition

Thanks for the reply, appreciate it
by Yoghurt
Thu May 13, 2021 4:32 pm
Forum: Mapping and Modding
Topic: ionsfx.shp - please help
Replies: 3
Views: 492

Re: ionsfx.shp - please help

Thanks for the reply. I don't understand, how do I trigger the ionsfx.shp sequence before the actual explosion? Is InstantHit the right way to go in weapons.yaml?
by Yoghurt
Thu May 13, 2021 9:41 am
Forum: Mapping and Modding
Topic: Change production queues on condition
Replies: 3
Views: 411

Re: Change production queues on condition

Below is the code: ^Pilot: Cargo: MaxWeight: 1 Types: Infantry EjectOnDeath: false LoadedCondition: pilot PassengerConditions: e1: pilot.e1 e2: pilot.e2 e3: pilot.e3 e4: pilot.e4 e5: pilot.e5 e6: pilot.e6 rmbo: pilot.rmbo moebius: pilot.moebius WithCargoPipsDecoration: Position: BottomLeft Margin: 3...
by Yoghurt
Thu May 13, 2021 9:30 am
Forum: Mapping and Modding
Topic: Change production queues on condition
Replies: 3
Views: 411

Change production queues on condition

My conyard is set up so that it can garrison one infantry unit and depending on the type of that unit, it allows you to construct different buildings and defensive structures. When the engineer is garrisoned inside the coyard, it enables a production queue that grants access to the tiberium refinery...
by Yoghurt
Wed Apr 14, 2021 1:16 pm
Forum: Mapping and Modding
Topic: Possible names for ammopool
Replies: 1
Views: 379

Possible names for ammopool

Hi, I'm working on a mod where every vehicle, aircraft and defensive structure can garrison one infantry unit and depending on which unit type is loaded inside, the weapon changes, and with it, the ammo pool (amount of ammo and pip colour is different with every weapon). So far I have noticed that a...
by Yoghurt
Mon Apr 12, 2021 2:32 pm
Forum: Mapping and Modding
Topic: ionsfx.shp - please help
Replies: 3
Views: 492

ionsfx.shp - please help

Hello everyone, I've created a mod where a unit has the Ion-Cannon as it's weapon (attacks within the vincinity of the unit, just like any generic weapon and unlike the superpowers). I have copied the code of the weapon and added it to my map's weapons.yaml, added a couple lines of code and it works...
by Yoghurt
Wed Apr 07, 2021 1:10 pm
Forum: Mapping and Modding
Topic: New release - issues with pips
Replies: 0
Views: 417

New release - issues with pips

Hello people, the new release has a change that seems to prevent a unit's pips from scaling with the camera zoom and they don't take the selection bounds of their unit into consideration in order to automatically create multiple rows of pips, but instead the pips form a single row. I would like to a...