Mod Question Repository... Questions come in, answers go out
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How is the speed determined with which Anti- / Nuke-Missiles are built? I noticed two different buildspeeds between the Antinuke and Catalyst but I cannot tell as to why this is. There's no FBI tag, nothing in the weapon definition and I couldn't find anything obvious in the script...
All I could get to know is that there must be a variable for it somewhere as the buildtime is independent from the costs as the costs per second will follow the adjustments you make in the weapon definition...
All I could get to know is that there must be a variable for it somewhere as the buildtime is independent from the costs as the costs per second will follow the adjustments you make in the weapon definition...
Tried reload time?[Krogoth86] wrote:How is the speed determined with which Anti- / Nuke-Missiles are built? I noticed two different buildspeeds between the Antinuke and Catalyst but I cannot tell as to why this is. There's no FBI tag, nothing in the weapon definition and I couldn't find anything obvious in the script...
All I could get to know is that there must be a variable for it somewhere as the buildtime is independent from the costs as the costs per second will follow the adjustments you make in the weapon definition...
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- Joined: 23 Aug 2007, 19:46
From my costomized exptype.h:
The vars are addressed by increasing the number (1024, 1025, 1026, ...). Their scopes should be obvious. You can set the unit vars of other units with get UNIT_VAR(-unitID, value) and get them with get UNIT_VAR(unitID).
Code: Select all
#define UNIT_VAR 1024 //8 vars
#define TEAM_VAR 2048 //64 vars
#define ALLY_VAR 3072 //64 vars
#define GLOBAL_VAR 4096 //1024 vars
Hmm..
What ever, it's not very likely to run out of global vars now is it.
Code: Select all
static const int GLOBAL_VAR_COUNT = 4096;
static const int GLOBAL_VAR_START = 4096;
static const int GLOBAL_VAR_END = GLOBAL_VAR_START + GLOBAL_VAR_COUNT - 1;
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So it's me again...
1.)
Is there a way to give walls (units in general would be cool too) a height? Currently it's just measured according to the footprint (-> spheric hitbox) and a bit from the scaling of the model to use (I have to models with 2x2 footprint but when displaying the hitbox by pressing b one is way bigger as the model also is way taller). I tried the height tag you can set for the corpse but it seems to be something Spring doesn't care about anymore. Something like footprinty would be cool for this although maybe this will become obsolte when there will be custom hitboxes which I saw on a screen some while ago...
2.)
Now seriously - can someone explain me what Spring doesn't like about "old school" empty objects?
I think you know it that when you for example take a unit from Unit Universe which was made for TA and so most probably via 3dobuilder you'll have some problems when you emit fx. To show what I mean:

On the left you see a model with empty objects via Upspring and on the right those made in 3dobuilder. You might also have seen the effect of totally stretched things like here:

I'm asking about this because this can give you a headache when doing 3do models: You have to assemble / texture them in 3dobuilder, put in empty objects in Upspring and then make a ground plate in 3dobuilder again. Your model now also will crash Upspring as something gets messed up when resaving the empty objects in 3dobuilder (delete them again and everything is fine). So does anyone know something about this and maybe an easy and fast way to make the empty objects "functional" again with having to redo them in Upspring...
Thanks in advance...

1.)
Is there a way to give walls (units in general would be cool too) a height? Currently it's just measured according to the footprint (-> spheric hitbox) and a bit from the scaling of the model to use (I have to models with 2x2 footprint but when displaying the hitbox by pressing b one is way bigger as the model also is way taller). I tried the height tag you can set for the corpse but it seems to be something Spring doesn't care about anymore. Something like footprinty would be cool for this although maybe this will become obsolte when there will be custom hitboxes which I saw on a screen some while ago...
2.)
Now seriously - can someone explain me what Spring doesn't like about "old school" empty objects?

I think you know it that when you for example take a unit from Unit Universe which was made for TA and so most probably via 3dobuilder you'll have some problems when you emit fx. To show what I mean:

On the left you see a model with empty objects via Upspring and on the right those made in 3dobuilder. You might also have seen the effect of totally stretched things like here:

I'm asking about this because this can give you a headache when doing 3do models: You have to assemble / texture them in 3dobuilder, put in empty objects in Upspring and then make a ground plate in 3dobuilder again. Your model now also will crash Upspring as something gets messed up when resaving the empty objects in 3dobuilder (delete them again and everything is fine). So does anyone know something about this and maybe an easy and fast way to make the empty objects "functional" again with having to redo them in Upspring...
Thanks in advance...
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46