Spring.SetUnitDirection(unitId, x, y, z) does nothing when called under function script.Create() I simply want to force the facing direction of the building when it is constructed. EDIT: I found a way around this, aswell as the start unit's direciton is set in the game_spawn.lua startup script. Sett...
This was the height of the commander (raw bos/cob height 2621439), but for a peewee (raw bos/cob height 1729457) it gives about 9.8 m. Just saying it isn't 9. that is the scale file I used as part of my whole scaling process for gundam. I wish I still had the images of the cars etc. http://youtu.be...
To clarify for anyone lost in what were talking about (i forgot to mention it) we are talking about a sequel to outpost 2. We've already decided on calling it Haven: The Last Outpost We're debating on whether or not to create new factions, most likely we will. I personally want to just remake the un...
What are the legalities of making a sequel to a game whose trademark literraly expired last month, and the original developer is long lost... And the publisher was aquired in a fashion in which those who bought it probably don't even know they own it? Is slapping the next digit of the game onto it a...
Besides the whole facing option you can just rotate units (buildings too if using a newer engine) freely by invoking the Spring.SetUnitDirection(unitId, x, y, z). I'm not sure if it properly sets the yardmap and if units built by that building will be properly rotated nowdays, iirc jk fixed that, b...
http://kippurcatarts.com/wp-content/uploads/2014/07/Problem.gif Keep an eye on the circled area. I've added SFX.EXPLODE to all objects on the vehicle I am making (under function script.Killed(recentDamage, maxHealth)) and have discovered an interesting side effect. It would appear that if these obj...