Search found 13 matches
- Sun Jun 06, 2021 5:33 pm
- Forum: Mapping and Modding
- Topic: Ammo Pool for Demolish: trait
- Replies: 1
- Views: 1249
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: 1249
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: 1423
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: 1423
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: 784
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: 904
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: 1087
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: 1146
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?
- Thu May 13, 2021 9:41 am
- Forum: Mapping and Modding
- Topic: Change production queues on condition
- Replies: 3
- Views: 1087
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...
- Thu May 13, 2021 9:30 am
- Forum: Mapping and Modding
- Topic: Change production queues on condition
- Replies: 3
- Views: 1087
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...
- Wed Apr 14, 2021 1:16 pm
- Forum: Mapping and Modding
- Topic: Possible names for ammopool
- Replies: 1
- Views: 826
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...
- Mon Apr 12, 2021 2:32 pm
- Forum: Mapping and Modding
- Topic: ionsfx.shp - please help
- Replies: 3
- Views: 1146
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...
- Wed Apr 07, 2021 1:10 pm
- Forum: Mapping and Modding
- Topic: New release - issues with pips
- Replies: 0
- Views: 1780
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...