Search

Search found 64 matches

by Flaka
14 Apr 2019, 14:08
Forum: Lua Scripts
Topic: steering wheel to left and right with bos/cob file
Replies: 9
Views: 318

Re: steering wheel to left and right with bos/cob file

thanks for the response. actually wheel is turning on and on like a clock - thats looking silly. no wheel turn while unit is steering left and right is also not top of the game. and the wheel turn must fit also to the model of the unit. for that reason i want to limit it. probably i have made sth wr...
by Flaka
08 Apr 2019, 13:50
Forum: Lua Scripts
Topic: steering wheel to left and right with bos/cob file
Replies: 9
Views: 318

Re: steering wheel to left and right with bos/cob file

armfav_script.JPG
(64.93 KiB) Not downloaded yet
armfav_animation1.JPG
(73.31 KiB) Not downloaded yet
by Flaka
08 Apr 2019, 13:49
Forum: Lua Scripts
Topic: steering wheel to left and right with bos/cob file
Replies: 9
Views: 318

steering wheel to left and right with bos/cob file

i want to do an animation for the unit u see in the attached file. i have no experience of this right now. however - i managed to adapt the script of the old model to the new one. wheels are turning quite well. what i want to add now is that the frontwheel is turning in the right direction when the ...
by Flaka
08 Apr 2019, 13:48
Forum: Lua Scripts
Topic: steering wheel to left and right with bos/cob file
Replies: 9
Views: 318

steering wheel to left and right with bos/cob file

i want to do an animation for the unit u see in the attached file. i have no experience of this right now. however - i managed to adapt the script of the old model to the new one. wheels are turning quite well. what i want to add now is that the frontwheel is turning in the right direction when the ...
by Flaka
08 Feb 2019, 13:10
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.22 -> 10.23 06/02/2019 • Hovercraft movement correction due to 104 engine (same as vehicle correction in 10.20) • Rock/storm rocket speed as it was in 9.46 • Resource bars are showing 'expense' value again • Advplayerlist spec-color fix when AI teams are present • More deathmessages and loadscre...
by Flaka
04 Feb 2019, 23:39
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 811

Re: Making game content for spring with Blender

i can send u with anything u want. email if u send me your contact. can i attach a file also here? i dont see anything just image and url - maybe i am blind.

my email: timoschoefer@web.de so send me your contact there if u want.
by Flaka
02 Feb 2019, 18:04
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 811

Re: Making game content for spring with Blender

@Flozi - i can send you the .obj with discord. but my test object is only a cube because the material/texture is actually the problem and this is what i want to understand now. is it a problem that the cube has a self made texture? i have seen also that blender creates a .mtl file along with that .o...
by Flaka
02 Feb 2019, 00:35
Forum: Balanced Annihilation
Topic: New Year, New Lead Dev
Replies: 9
Views: 1485

Re: New Year, New Lead Dev

btw i like BA 10. And it would be a loss if the advantages not only technical but also for some units would be reversed completely and everything start from the scratch. Only few things were BA10>BA9 imo: + pathfinding (thats a mess in BA9) + way more options in the menu + skin + playable AI (DAI) +...
by Flaka
01 Feb 2019, 18:46
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 811

Re: Making game content for spring with Blender

at the moment i don't need to make fancier stuff. at first, i want to learn the workflow. i already made some units but i stopped it because like i said i need to get a whole understanding to make a unit work in spring. For that reason, i actually experiment just with a cube. making uv mapping => ex...
by Flaka
01 Feb 2019, 18:21
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.21 -> 10.22
23/01/2019

NOTE: Requires 104.0.1.969 or later engine versions

• Rounded costs closer to original using algorithm, based on values from 9.46
• Restored 9.46 rezbot stats: health 250->200 and workertime 150->200
by Flaka
01 Feb 2019, 18:20
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.20 -> 10.21 11/01/2019 • Removed global minimum buildrange of 155, commanders remain having 145 • EMP units (bladewing/emp-spider/stiletto/dragonfly) wont target non-emapable/underwater units anymore • Fixed fusions globes not hiding when LUPS is enabled • Fixed critters gadget casually triggerin...
by Flaka
01 Feb 2019, 18:20
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.19 -> 10.20
20/12/2018

• Lowered vehicle max speeds, aiming to be more comparable with BA 9.46
• Fixed xmasballs taking damage and being area-targetable
by Flaka
01 Feb 2019, 18:20
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.18 -> 10.19 15/12/2018 • Hover constructors buildpower 140->110 • Added option: GUI opacity • Added option: Buildmenu radar icons + buildmenu icons are more squared • Removed iconset: modern_simplified • Removed firestate button from anti's • Fixed pyro pilotlight showing when out of los • Added ...
by Flaka
01 Feb 2019, 18:19
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.17 -> 10.18
28/11/2018

• Fixed com counter
• Fixed too bright laserhit lights
• Renamed modoption 'ffa' to 'ffa_mode'
• Made mapmods work again (modoption: allowmapmutators, default enabled)
• Player-TV widget enabled by default (shows on top of advplayerslist when spectator)
by Flaka
01 Feb 2019, 18:19
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.16 -> 10.17
21/11/2018

• Fixed range exploit
• Fighters will explode with less damage (half damage, 2/3 AoE)
• Fixes and tweaks for Pausescreen, Autoquit, nanobeams and Player TV
• Limited MSAA slider option max 8
by Flaka
01 Feb 2019, 18:18
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.15 -> 10.16 16/11/2018 • 'nanoframes' will now be hit when build process reaches 5% (was 10%) • Fixed nano beam errors + different beam visual for reclaiming • Added widget "Player TV": auto camera tracks top trueskill players + switches every 40 secs • "Auto quit" widget will keep trying to quit...
by Flaka
01 Feb 2019, 18:18
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.14 -> 10.15
11/11/2018

• DGun area of effect lines will be yellow when having insufficient energy
• Fixed nano beam lights turning off immediately
• Icon tweaks, additions and fixes
by Flaka
01 Feb 2019, 18:18
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.13 -> 10.14 10/11/2018 NOTE: Requires 104.0.1.853 or later engine versions Balance: • Comblast lethal range to other commanders extended (+35%) • Vehicles acceleration and brakerate are now based on maxVel and turnrate • Stumpy/Raider/Bulldog/Reaper metal cost increased +5% • Storm/Rocko/Thud/Ham...
by Flaka
01 Feb 2019, 18:17
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.12 -> 10.13 29/09/2018 Balance: • Reverted the global 10% reclaimspeed nerf (see 10.00) Other: • Fixed "Set Target Default" erroring at game start • Fixed some missing water-splash effects • Fixed: The new "Contain mouse" option should show up in the options this time • Fixed: Auto disabling map ...
by Flaka
01 Feb 2019, 18:16
Forum: Balanced Annihilation
Topic: Changelog BA 10
Replies: 27
Views: 1542

Re: Changelog BA 10

10.11 -> 10.12 16/09/2018 IMPORTANT: Removed support for older engine versions, use 104.0.1.567 or newer. Balance: • Testing splitting ballistic missiles for T2 missile ships (splits into 6 (arm) or 8(core) projectiles) • Continuous aiming: units readjust their aim much more often + start aiming whe...

Go to advanced search