Search found 135 matches
- Sun Jan 12, 2025 3:57 pm
- Forum: Mapping and Modding
- Topic: Armament@PRIMARY and Armament@SECONDARY. Difference?
- Replies: 4
- Views: 9481
Armament@PRIMARY and Armament@SECONDARY. Difference?
Armament@PRIMARY and Armament@SECONDARY . Difference? Some units have two weapons. How do they use the weapons? Maybe, first one — against infantry, second one — against vehicles… Or vice versa? Or something else? sardaukar: Armament@PRIMARY: Weapon: M_LMG Armament@SECONDARY: Weapon: M_HMG fremen: ...
- Sun Dec 29, 2024 4:35 pm
- Forum: General Discussion
- Topic: Devtest builds 2024-2025
- Replies: 4
- Views: 10203
Re: Devtest builds 2024-2025
"Map Editor" looks better. At first sight, at least.
Mission browser... I don't know...
I've just tested it in Dune2000.
IMHO, strange idea to move "Difficulty" and "Game Speed" to submenu.
May I ask — why?
Mission browser... I don't know...
I've just tested it in Dune2000.
IMHO, strange idea to move "Difficulty" and "Game Speed" to submenu.
May I ask — why?
- Wed Dec 25, 2024 9:51 am
- Forum: General Discussion
- Topic: Booooooo Berries
- Replies: 3
- Views: 5605
Re: Booooooo Berries
Who is roaming at this deserted place?
:-)
Empty spaces ...
Abandoned places ...
:-)
Empty spaces ...
Abandoned places ...
- Sat Dec 21, 2024 8:26 pm
- Forum: Mapping and Modding
- Topic: How to program certain, fixed unit in Crate?
- Replies: 3
- Views: 10320
Re: How to program certain, fixed unit in Crate?
Another question. How to switch off properties when I make inheritance? For example. We have 3 "cash givings" in the Crate object: GiveCashCrateAction@1 GiveCashCrateAction@2 GiveCashCrateAction@3 The code, for details (it is not very important now). GiveCashCrateAction@1: Amount: 750 SelectionShare...
- Sat Dec 21, 2024 7:21 pm
- Forum: Mapping and Modding
- Topic: How to program certain, fixed unit in Crate?
- Replies: 3
- Views: 10320
Re: How to program certain, fixed unit in Crate?
In original "crate" used another code for "mcv". And only for "mcv". GiveBaseBuilderCrateAction For other units: GiveUnitCrateAction Original code for "mcv". GiveBaseBuilderCrateAction: SelectionShares: 0 NoBaseSelectionShares: 9001 Units: mcv It does not work in my "crate2". I tried. I don't know w...
- Sat Dec 21, 2024 6:29 pm
- Forum: Mapping and Modding
- Topic: How to program certain, fixed unit in Crate?
- Replies: 3
- Views: 10320
Re: How to program certain, fixed unit in Crate?
Something like an answer. I made new object "crate2". It inerits something from "crate" but it switch off many properties. So this is variant of solution. But I suppose it can be made another way. crate2: Inherits: crate Tooltip: Name: Crate2 RenderSprites: Image: crate GiveUnitCrateAction@MCV1: #Se...
- Fri Dec 20, 2024 10:10 am
- Forum: Mapping and Modding
- Topic: How to program certain, fixed unit in Crate?
- Replies: 3
- Views: 10320
How to program certain, fixed unit in Crate?
How to program certain, fixed unit in Crate?
Do you know these little blue boxes in Dune2000? With different unexpected surprises: actions, units and so on.
For example — I want MCV in the crate.
Do you know these little blue boxes in Dune2000? With different unexpected surprises: actions, units and so on.
For example — I want MCV in the crate.
- Tue Dec 17, 2024 10:13 pm
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
Do you want to make something like this?


- Tue Dec 17, 2024 7:52 pm
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
Maybe it will be useful. Example of using Lobby Options in lua-file . From standart file for CNC game (not my mod). Several conditions. Slightly shortened by me — with (...). Just general idea. if Map.LobbyOption("difficulty") == "easy" then DateTime.TimeLimit = DateTime.Minutes(10) + DateTime.Secon...
- Tue Dec 17, 2024 1:58 pm
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
...because im not often & good Dune modder Actually me too. I am not developer (it looks like developers are rare guests in forum now, unfortunately). I make some modifications of Dune occasionally, from time to time. Just for fun. As a memory of the impressions of this game many years ago. Without...
- Tue Dec 17, 2024 12:14 am
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
But after another consideration different values should be in lobby map options about strength of economy . I not quite understand. My English is rather poor, sorry. Do you want to create new buttons or drop-down menu somewhere in game? New graphical object? Or to change values for harvester inside...
- Mon Dec 16, 2024 11:51 pm
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
With messages about carryalls harv_lim = 3 -- harvester's maximum limit carr_lim = 2 -- carryall's maximum limit if DateTime.GameTime % DateTime.Seconds(30) == 0 then kharv = Atreides.GetActorsByType("harvester") -- 1-st checking harvester's number carr = Atreides.GetActorsByType("carryall") Media.D...
- Mon Dec 16, 2024 11:41 pm
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
Briefly. 1-st checking time is 30 sec. For 1st testing you can write here 15 sec. So you'll be waiting 15 sec from game beginning. "Media.DisplayMessage" There are MANY messages in code — just for testing. You can see what is going on. On the screen during the game. For real game you can leave only ...
- Sun Dec 15, 2024 4:04 pm
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
that a player can build. To check somehow Starport and Heavy Factory... ---------- UPD. I mean Production traits of Heavy Factory in lua. But! Quite another way. You can use external control of this process. For example, you can right in mission description for player about rule/law about maximum n...
- Sun Dec 15, 2024 4:01 pm
- Forum: Mapping and Modding
- Topic: Dune2K Maps
- Replies: 15
- Views: 40741
Re: Dune2K Maps
Limit for the maximum number of harvesters Several years ago I made (for fun, for myself) a mod. There was a reverse problem (aim). Limit for the minimum number of harvesters. In most simple form , the next code. Every 30 seconds the program checks quantity of harvesters. In Tick function(). And si...