Search found 1019 matches
- 21 Dec 2005, 07:20
- Forum: Game Development
- Topic: Spring : 1943 has a forum!
- Replies: 36
- Views: 5035
PaK-40
PaK-40 is a 75mm gun, quite powerful (good against any tank found in 1943). There were smaller German AT guns: PaK-35/36 37mm, PaK-38 50mm. 37mm gun was barely able to damage T-34 (very specific places on the tank's hull had to be hit), KV-1 tanks ignored 37mm guns completely (but there were a lot o...
- 20 Dec 2005, 07:34
- Forum: Game Development
- Topic: ww1
- Replies: 28
- Views: 4293
Railroads
Railroads will be difficult to implement without engine support. First of all, trains CAN turn, but they require suitably shaped tracks for that. If a train will be made that cannot turn then we are stuck with straight line railroads. Second, wouldn't using yardmaps for rails make them impassable fo...
- 20 Dec 2005, 07:19
- Forum: Game Development
- Topic: New mod - Recruiting!
- Replies: 56
- Views: 6723
Tank drawings
To Felix the Cat: no offence meant, but your T-34/85 model looks much more like the IS-2 than T-34.
I have a link to Soviet tank drawings which you might find useful.
I have a link to Soviet tank drawings which you might find useful.
- 19 Dec 2005, 12:41
- Forum: Game Releases
- Topic: Star Wars Spring 1.0
- Replies: 129
- Views: 24781
The black rectangle
I looked at the Mobile Torpedo Launcher model in 3do Builder and found this extra face there. It's clearly visible if you remove the groundplate face from the base object (preferably in Shaded view mode, I'm not sure if it has any texture), but it's facing down and so shouldn't be visible in most ca...
- 18 Dec 2005, 19:07
- Forum: Game Releases
- Topic: Star Wars Spring 1.0
- Replies: 129
- Views: 24781
More missing sounds
I noticed one more case of missing sounds. Rebel Fleet Trooper has this line in FBI: SoundCategory=REBTROOPER; But REBTROOPER soundset is missing from sound.tdf. Rebel's Mobile Medium-Repeater Blaster soldier and Bothan Spy also use this soundset (and so are silent, good for the spy, but strange for...
- 17 Dec 2005, 14:59
- Forum: Game Development
- Topic: New mod - Recruiting!
- Replies: 56
- Views: 6723
Kursk is a Russian city. The submarine was named after it, and the other subs of its type were (and most still are) named after other major cities. And your post makes it look like the Kursk battle was on western front. It was western only for Russians, for Allies and Germans that was eastern front....
- 16 Dec 2005, 23:11
- Forum: Game Releases
- Topic: Star Wars Spring 1.0
- Replies: 129
- Views: 24781
Missing sound file
I noticed a few problems with sounds in SWTA. First, Spring don't seem to read unit sounds other than first. Most of your custom soundsets have several variants of one action sound (select1, select2, select3, etc.), but only the first is used. Second, Imperial Droid soundset has these lines: select1...
- 12 Dec 2005, 18:21
- Forum: Help & Bugs
- Topic: MaxAngleDif weirdness.
- Replies: 13
- Views: 2086
As I understand it, the 3 numbers are coordinates of a vector which defines main firing direction of a gun. They seem to be in x y z order, so 0 0 1 is a vector pointing forward (all vectors originate from 0 0 0). 0 0 -1 will be a vector pointing backward. z axis is forward-backward, x axis is left-...
- 24 Nov 2005, 09:05
- Forum: Engine
- Topic: I dont find the bug in this script (only for scripters)
- Replies: 21
- Views: 2449
Do the same in RestoreSecondary() and RestoreTertiary(), then recompile. What happens there is firepoint switching script (QuerySecondary, QueryTertiary) expects gun_2 and gun_3 to have values 1, 2 or 3, but they are being assigned a value outside that range, so Query functuions return nothing. Then...
- 23 Nov 2005, 10:48
- Forum: Engine
- Topic: I dont find the bug in this script (only for scripters)
- Replies: 21
- Views: 2449
- 23 Nov 2005, 10:04
- Forum: General Discussion
- Topic: Tactical Possibility
- Replies: 14
- Views: 2352
MAX will require resource transporting between buildings, though, and 3 different recources (metal, fuel, gold). Remember those connectors? And one well-placed shot from Ground Attack Plane can destroy a connector and render half a base inoperable by cutting factories from Power Stations. Not implem...
- 16 Nov 2005, 08:54
- Forum: General Discussion
- Topic: Gameplay idea: Active Cover
- Replies: 34
- Views: 3620
- 08 Nov 2005, 08:44
- Forum: Game Development
- Topic: Universal AI Mod Support
- Replies: 12
- Views: 1548
- 02 Nov 2005, 08:19
- Forum: General Discussion
- Topic: Disappearing "isfeature" units
- Replies: 8
- Views: 956
- 28 Oct 2005, 12:29
- Forum: Game Development
- Topic: Using play-sound in Spring
- Replies: 7
- Views: 2385
- 26 Oct 2005, 12:00
- Forum: Engine
- Topic: Alternative LOS method
- Replies: 20
- Views: 4489
- 24 Oct 2005, 10:03
- Forum: Game Development
- Topic: Repulsing Tower... :D :D :D
- Replies: 51
- Views: 6441
- 11 Oct 2005, 07:31
- Forum: Game Development
- Topic: How to disable plasma repulser on a unit?
- Replies: 1
- Views: 735
How to disable plasma repulser on a unit?
Hello, I tried to make a unit with Plasma repulser weapon, and it worked fine. However, I cannot figure out how to temporarily disable it so that my own artillery can fire accurately. I tried to jam the aim script (since repulsor is a weapon), I tried to make the unit on/off-able, neither of this wo...