Search found 24 matches

by Yoghurt
Fri May 14, 2021 8:48 pm
Forum: Mapping and Modding
Topic: Transform building into building
Replies: 1
Views: 2585

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: 2362

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: 2696

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: 3422

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: 2696

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: 2696

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: 2023

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: 3422

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: 13880

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...