Search found 24 matches

by Yoghurt
Tue Feb 27, 2024 1:51 pm
Forum: Mapping and Modding
Topic: making the nuke weapon purchasable
Replies: 5
Views: 644

Re: making the nuke weapon purchasable

Could someone please help me with what's missing in this bit of Lua code. I called the actor that the nuke would spawn from "CAMERA.nuke". It's supposed to trigger a nuke once it comes into existence. This is what I have so far, but it doesn't work: Trigger.OnAddedToWorld(CAMERA_nuke, function() Act...
by Yoghurt
Fri Feb 23, 2024 1:29 pm
Forum: Mapping and Modding
Topic: making the nuke weapon purchasable
Replies: 5
Views: 644

Re: making the nuke weapon purchasable

Awesome!!! Yesss!!! Thank you :D
by Yoghurt
Fri Feb 16, 2024 9:23 pm
Forum: Mapping and Modding
Topic: making the nuke weapon purchasable
Replies: 5
Views: 644

making the nuke weapon purchasable

Hello everyone, I've successfully found a way to make it so that you have to pay for each use of both the airstrike and ion cannon support powers, however I can't get it to work for the nukepower trait. In my mod the communications center builds an invisible actor. this actor has the SupportPower tr...
by Yoghurt
Wed Feb 22, 2023 9:57 pm
Forum: Mapping and Modding
Topic: Bot using transports
Replies: 1
Views: 965

Bot using transports

Hello, I'm trying to set up a bot so it will use transport helicopters and vehicles to transport infantry units. Is there a way to achieve this, maybe by using LUA script?

Thanks in advance
by Yoghurt
Tue Jan 17, 2023 5:57 pm
Forum: Mapping and Modding
Topic: Need help with a Terrain issue
Replies: 3
Views: 3342

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: 3728

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: 3342

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: 3342

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: 3728

.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: 3063

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: 3358

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: 2155

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: 2155

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: 2475

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: 2475

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...