I though my questions to be to nooby for the Q&A site, plus on the forum one might sometimes read some history of what led to the question and then sometimes less explanation might be needed.
But i get it. i'll post on the Q&A site from now on.
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
It is never too nooby for Q/A. the purpose of it is actually to ask noob to expert questions, b/c it creates a search-able database for other noobs to experts to look through. So that the same questions aren't asked every other month/ year. the more noob questions are asked and answered, the more you are benefiting future noobs and development.
Personally I think this thread has a purpose alongside Q&A.
As for the morph gadget: It has all kinds of extra bits in for handling different mods and rendering the effects and etc etc. I keep meaning to write a 'lightweight' alternative but never get around to it.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
The forum would already be a searchable database if instead of this thread in which you can never find anything again there would have been numerous small threads with good topics
Joined: 15 Dec 2008, 15:53 Location: at front, llt pushing
i haz question, so... in many, many other rts games, when unit gets behing hill or building, it gets 'revealed' (obstacle becomes transparent, usually in form of a transparent circle). whats about spring ?
Just used the weapon tag stockpile for the first time. Works and all that, but boy does it give me a giant ugly white bar as it's loading/creating/whatever the ammo. Any widget or gadget or whatever to pretty this up? Preferably I'd actually like to remove any kind bar and just have a number.
Just used the weapon tag stockpile for the first time. Works and all that, but boy does it give me a giant ugly white bar as it's loading/creating/whatever the ammo. Any widget or gadget or whatever to pretty this up? Preferably I'd actually like to remove any kind bar and just have a number.
the CA healthbar widget handles stockpiling, you might try that.
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
Is this possible engine wise at all to make a air transport load & unload like a land transport?
If it's not implemented into the engine than movectrl won't help force it to act like a land transport because traditional air transports must hover over the units they are loading. and the whole things gets borked!
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
Okay. Say I have a unit with multiple weapon types each with their own range. Also I should note at various times some of the weapons are blocked and some are not. Sometimes setting up the unit so that the lowest ranged weapon is weapon1will work, so when given an attack order no matter if it is blocked or not the unit will not have any range issues that prevent it from moving into range and attacking, but it might be pushing the unit too close than it needs to be. Some units like this that are not in range don't bother moving into range because some of the weapons that are blocked are in range, which give th appearance of a weapon aiming bug, were the unit doesn't engage.
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