Search found 20 matches
- Tue Jan 17, 2023 5:57 pm
- Forum: Mapping and Modding
- Topic: Need help with a Terrain issue
- Replies: 3
- Views: 222
Re: Need help with a Terrain issue
The way I have it set up now is, the tank traps change the terrain to "Rough" which only lets "Foot" and "Chem" locomotors pass and blocks all other locomotors. This way I can't have both rivers and tank traps in the same map, but that's cool. At least the map is playable online.
- Mon Jan 16, 2023 10:02 pm
- Forum: Mapping and Modding
- Topic: .mix file extraction for Mac
- Replies: 3
- Views: 319
Re: .mix file extraction for Mac
Thanks for the reply. I don't understand any of this tho. I have zero experience using terminal. What does "calling it" mean? Sorry, total newbie here.
Is there maybe a step by step guide out there somewhere? I'm looking to extract temperate.mix
Thanks again
Is there maybe a step by step guide out there somewhere? I'm looking to extract temperate.mix
Thanks again
- Mon Jan 16, 2023 8:45 pm
- Forum: Mapping and Modding
- Topic: Need help with a Terrain issue
- Replies: 3
- Views: 222
Re: Need help with a Terrain issue
Thanks for the reply! That's a shame... In this case, is there a way of making this work another way? Maybe to make the footprint as small as the infantry units, so four infantry units could fit around the centre of the tank trap?
- Mon Jan 16, 2023 5:19 pm
- Forum: Mapping and Modding
- Topic: Need help with a Terrain issue
- Replies: 3
- Views: 222
Need help with a Terrain issue
Hello, I'm trying to set up the tank traps from RA in TD, so that they let infantry pass, but not vehicles. The tank traps show up fine and behave correctly, however... I need some help with the code in my map.yaml. My guess was that I'd insert the following line at the end of the map.yaml file: Til...
- Sun Jan 15, 2023 7:58 pm
- Forum: Mapping and Modding
- Topic: .mix file extraction for Mac
- Replies: 3
- Views: 319
.mix file extraction for Mac
Hello, I'd like to know if there's a way to extract the original .mix files on a Mac?
Thanks in advance
Thanks in advance
- Thu Dec 15, 2022 12:13 am
- Forum: Mapping and Modding
- Topic: Icon color (palette) problem
- Replies: 1
- Views: 347
Icon color (palette) problem
Hello! I imported the Black Hawk helicopter from RA into a map of mine in TD. The Black Hawk's icon doesn't show the correct colours. I copied temperate.pal from RA and pasted it into the map's folder in TD. This has messed up all the colours in game, except for the Black Hawk's icon, which now has ...
- Mon Dec 12, 2022 10:56 am
- Forum: Mapping and Modding
- Topic: Infantry as minelayers
- Replies: 2
- Views: 442
Infantry as minelayers
Hello everyone,
I'm trying to get my minigunners to reload their mines at the barracks.
I need some help setting up the code for the barracks, so that infantry enter the barracks to reload the ammopool. (Is this doable in yaml? I have zero experience with LUA)
Thanks in advance
I'm trying to get my minigunners to reload their mines at the barracks.
I need some help setting up the code for the barracks, so that infantry enter the barracks to reload the ammopool. (Is this doable in yaml? I have zero experience with LUA)
Thanks in advance
- Sun Jun 06, 2021 5:33 pm
- Forum: Mapping and Modding
- Topic: Ammo Pool for Demolish: trait
- Replies: 1
- Views: 1592
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...
- Thu Jun 03, 2021 3:07 pm
- Forum: Mapping and Modding
- Topic: Ammo Pool for Demolish: trait
- Replies: 1
- Views: 1592
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...
- Thu Jun 03, 2021 2:54 pm
- Forum: Mapping and Modding
- Topic: ammo crate
- Replies: 2
- Views: 1822
Re: ammo crate
Thanks, this works perfectly! Much appreciated
- Thu May 27, 2021 7:09 pm
- Forum: Mapping and Modding
- Topic: ammo crate
- Replies: 2
- Views: 1822
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...
- Fri May 14, 2021 8:48 pm
- Forum: Mapping and Modding
- Topic: Transform building into building
- Replies: 1
- Views: 1168
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 ...
- Fri May 14, 2021 9:36 am
- Forum: Mapping and Modding
- Topic: Shading in maps
- Replies: 2
- Views: 1340
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
GlobalLightingPaletteEffect:
Red: .5
Green: .65
Blue: .9
Ambient: 1
- Fri May 14, 2021 9:23 am
- Forum: Mapping and Modding
- Topic: Change production queues on condition
- Replies: 3
- Views: 1582
Re: Change production queues on condition
Thanks for the reply, appreciate it
- Thu May 13, 2021 4:32 pm
- Forum: Mapping and Modding
- Topic: ionsfx.shp - please help
- Replies: 3
- Views: 1670
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?