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Category=GROUND VEHICLE;
BadTargetCategory=Passive;
Moderator: Moderators
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Category=GROUND VEHICLE;
BadTargetCategory=Passive;
Try testing in SVN and see if it gives any errors or anything.Erom wrote:Wow. OK, that's what I thought - but literally, I have two units, one will be attacked by everything in the mod, one by nothing. I can change both of their categories to something completely arbitrary and it still doesn't work. I have no category based weapon tags at all, on any unit yet. Everything shoots at the first unit, nothing shoots at the second unit. Both are ground units. One is a kbot, one is a tank, should that matter? What's going on!
Snipawolf wrote:Well, I have an example on mine, I prefer to use as simple things as I can. Passive units are... Non agressive units, they won't shoot back, so why target the first? lol
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Category=GROUND VEHICLE; BadTargetCategory=Passive;
Imho, that's where OSRTS made a mistake, and floundered. The goal shouldn't have been to re-write the engine from scratch, but to simply fork Spring without focussing on backwards-compat. Dike out the bonus shield, all the special damages, etc.KDR_11k wrote:By now the hardest part of engine coding is probably to make sure you don't break legacy support...
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emit-sfx 1024 + 0 from rexhaust;
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emit-sfx 1024 + 0 from my_really_cool_object_name;
Nah, that's not the problem - I of course know that the object I call has to exist in the model I use...FLOZi wrote:The object has to be called 'rexhaust' exactly.
Or you can change the code
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emit-sfx 1024 + 0 from my_really_cool_object_name;