Search found 24 matches
- 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 ...
- 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
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: 2696
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: 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?
- 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...
- 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...
- 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...
- 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...
- 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...