Absolute Annihilation 1.5
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Absolute Annihilation 1.5
Really, Really old AA thread here: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2633
Old AA thread here: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3893
New version posted (1.5)
With 383 balanced units, Absolute Annihilation is the single most-downloaded Total Annihilation units pack. Now AA has been ported to Spring and takes advantage of this new engine's every feature.
Readme file and changelog included.
This version is an extreme rush job. It's largely untested but should work properly.
http://aaspring.tk <<< I've set this url up to ALWAYS point to the latest AA version.
http://ta-aa.sourceforge.net/modweb <<< AA: Spring unit guide (will be updated to 1.5 stats shortly)
Old AA thread here: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3893
New version posted (1.5)
With 383 balanced units, Absolute Annihilation is the single most-downloaded Total Annihilation units pack. Now AA has been ported to Spring and takes advantage of this new engine's every feature.
Readme file and changelog included.
This version is an extreme rush job. It's largely untested but should work properly.
http://aaspring.tk <<< I've set this url up to ALWAYS point to the latest AA version.
http://ta-aa.sourceforge.net/modweb <<< AA: Spring unit guide (will be updated to 1.5 stats shortly)
Last edited by Caydr on 11 Jun 2006, 19:09, edited 3 times in total.
Sweetness!
edit: url still pointing to 1.46...
edit2: go here http://prdownloads.sourceforge.net/ta-a ... p?download
edit: url still pointing to 1.46...
edit2: go here http://prdownloads.sourceforge.net/ta-a ... p?download
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
lots if stuff for next version huge changelof for spring and AA
spring next so far
Bos/Cob script for units can now animate the death of the unit. Just have the Kill function return after a while instead of directly and return wreck level in return value instead of in function argument.
- Fixed the com dies, game ends exploit: sharing your com now kills you
- Fixed a bug causing clients not to quit when server quits
- ".give" cheat command doesn't desync the game anymore
- Made "Team0() is no more" message customizable by modders (see XTA for an example).
- Added weapontag "paralyzetime", controls how long a unit can maximaly be paralyzed after being hit by this weapon, default 10
- Adds some new options in the settings program for scroll speeds
- Added new fbi tag "levelground" set this to 0 to prevent a building from leveling ground beneth it. Make sure that the model continue some way below ground so that they dont look like they float in air.
- Fixed torpedo aircrafts not being able to attack subs
- Added support for decals on ground below buildings
- New fbi tag UseBuildingGroundDecal, set to 1 to enable decals for building
- New fbi tag BuildingGroundDecalType, name of a bitmap in unittextures folder
- New fbi tag BuildingGroundDecalSizeX,BuildingGroundDecalSizeY, size of decal (same scale as footprint for unit)
- New fbi tag BuildingGroundDecalDecaySpeed, how fast the decal will fade out after the building has died, default 0.1 (fades out in 10s)
- New fbi tag ShowPlayerName, if set to 1 the tooltip shows the player name instead of the unit description
- Fbi tag HideDamage now actually works: set it to 1 to hide most details in the unit's tooltip from enemies
- New weapon tag "rgbcolor", overrides the old color1 and color2 tags if it exists, gives the color in red green blue format (1 1 1 = white).
- Removed old plasmarepulser system and replaced it with a more generalized shield system
- New fbi tag IsShield, if 1 mean the weapon is a shield and now a weapon
- New fbi tag shieldrepulser, 0=destroy projectile,1=repulse (bounce) projectile
- New fbi tag smartshield, 1=shield doesnt affect allies weapons
- New fbi tag exteriorshield, 1=shield doesnt affect weapons fired from within shield
- New fbi tag visibleshield, 1=see a visible shell representing the shield
- New fbi tag visibleshieldrepulse, 1=see a beam showing when shield repulses something
- New fbi tag shieldenergyuse, how much energy the shield use when repulsing/destroying something
- New fbi tag shieldforce, how hard shield can accelerate some sort of projectiles away
- New fbi tag shieldradius, size of shield effect
- New fbi tag shieldmaxspeed, maximum speed the shield can push some sort of projectiles away
- New fbi tag shieldpower, how much power the shield can store, power is drained by the affected weapons damage, 0=infinite
- New fbi tag shieldpowerregen, how fast the shield regenerates power
- New fbi tag shieldpowerregenenergy, how much energy the shield uses when regenerating power
- New fbi tag shieldintercepttype, which types of weapon the shield can affect (bitfield)
- New fbi tag interceptedbyshieldtype, which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other
- New fbi tag shieldgoodcolor, color of shield when power is full
- New fbi tag shieldbadcolor, color of shield when power is empty
- New fbi tag shieldalpha, how visible the shield shell is with visibleshield=1
spring next so far
Bos/Cob script for units can now animate the death of the unit. Just have the Kill function return after a while instead of directly and return wreck level in return value instead of in function argument.
- Fixed the com dies, game ends exploit: sharing your com now kills you
- Fixed a bug causing clients not to quit when server quits
- ".give" cheat command doesn't desync the game anymore
- Made "Team0() is no more" message customizable by modders (see XTA for an example).
- Added weapontag "paralyzetime", controls how long a unit can maximaly be paralyzed after being hit by this weapon, default 10
- Adds some new options in the settings program for scroll speeds
- Added new fbi tag "levelground" set this to 0 to prevent a building from leveling ground beneth it. Make sure that the model continue some way below ground so that they dont look like they float in air.
- Fixed torpedo aircrafts not being able to attack subs
- Added support for decals on ground below buildings
- New fbi tag UseBuildingGroundDecal, set to 1 to enable decals for building
- New fbi tag BuildingGroundDecalType, name of a bitmap in unittextures folder
- New fbi tag BuildingGroundDecalSizeX,BuildingGroundDecalSizeY, size of decal (same scale as footprint for unit)
- New fbi tag BuildingGroundDecalDecaySpeed, how fast the decal will fade out after the building has died, default 0.1 (fades out in 10s)
- New fbi tag ShowPlayerName, if set to 1 the tooltip shows the player name instead of the unit description
- Fbi tag HideDamage now actually works: set it to 1 to hide most details in the unit's tooltip from enemies
- New weapon tag "rgbcolor", overrides the old color1 and color2 tags if it exists, gives the color in red green blue format (1 1 1 = white).
- Removed old plasmarepulser system and replaced it with a more generalized shield system
- New fbi tag IsShield, if 1 mean the weapon is a shield and now a weapon
- New fbi tag shieldrepulser, 0=destroy projectile,1=repulse (bounce) projectile
- New fbi tag smartshield, 1=shield doesnt affect allies weapons
- New fbi tag exteriorshield, 1=shield doesnt affect weapons fired from within shield
- New fbi tag visibleshield, 1=see a visible shell representing the shield
- New fbi tag visibleshieldrepulse, 1=see a beam showing when shield repulses something
- New fbi tag shieldenergyuse, how much energy the shield use when repulsing/destroying something
- New fbi tag shieldforce, how hard shield can accelerate some sort of projectiles away
- New fbi tag shieldradius, size of shield effect
- New fbi tag shieldmaxspeed, maximum speed the shield can push some sort of projectiles away
- New fbi tag shieldpower, how much power the shield can store, power is drained by the affected weapons damage, 0=infinite
- New fbi tag shieldpowerregen, how fast the shield regenerates power
- New fbi tag shieldpowerregenenergy, how much energy the shield uses when regenerating power
- New fbi tag shieldintercepttype, which types of weapon the shield can affect (bitfield)
- New fbi tag interceptedbyshieldtype, which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other
- New fbi tag shieldgoodcolor, color of shield when power is full
- New fbi tag shieldbadcolor, color of shield when power is empty
- New fbi tag shieldalpha, how visible the shield shell is with visibleshield=1
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56