Search found 20 matches

by Yoghurt
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.
by Yoghurt
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
by Yoghurt
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?
by Yoghurt
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...
by Yoghurt
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
by Yoghurt
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 ...
by Yoghurt
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
by Yoghurt
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...
by Yoghurt
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...
by Yoghurt
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
by Yoghurt
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...
by Yoghurt
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 ...
by Yoghurt
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
by Yoghurt
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
by Yoghurt
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?