Minimod: CRATERS

Minimod: CRATERS

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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evilpope
Posts: 2
Joined: 09 Dec 2007, 11:03

Minimod: CRATERS

Post by evilpope »

I'm trying to make a small edit to BA5.91 where nearly all the weapons have terrain deformation like in the old days of AA2.11 or so. I'm testing with the ARM_HAM weapon on the Thud. I tried editing the cratermult and craterboost fields, but I got no results. I then tried replacing the weapon information with the info for the Bertha weapon, and nothing in the game changed. I'm using the modname.SDD folder instead of zipping, and I know I'm using the right mod in SpringSP because I changed the modinfo for clarity. I'm just editing everything in Notepad, in case that makes a difference.

My question is, how do I make the changes to the weapon files show up in-game? Thanks for your help.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Are you sure you tested on a map that is actually deformable? A lot fo spring maps have infinite hardness to prevent foobarring.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Make sure impulsefactor is not 0.
evilpope
Posts: 2
Joined: 09 Dec 2007, 11:03

Post by evilpope »

WELL it decided it was gonna work today for some reason, so the mod is made and a test game has run smoothly. You can get the mod at Unknown Files. It won't let me post a link because I'm too new, but it's listed as CraterBA under Mods. Please use responsibly.
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