Mod Question Repository... Questions come in, answers go out - Page 58

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

Moderator: Moderators

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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

Cant the first and last post be edited with the link to the new system? Then you could lock this, but there is still a lot of information in here.
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Mod Question Repository... Questions come in, answers go out

Post by FireStorm_ »

I though my questions to be to nooby for the Q&A site, plus on the forum one might sometimes read some history of what led to the question and then sometimes less explanation might be needed.

But i get it. i'll post on the Q&A site from now on.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

It is never too nooby for Q/A. the purpose of it is actually to ask noob to expert questions, b/c it creates a search-able database for other noobs to experts to look through. So that the same questions aren't asked every other month/ year. the more noob questions are asked and answered, the more you are benefiting future noobs and development.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Mod Question Repository... Questions come in, answers go out

Post by FLOZi »

Personally I think this thread has a purpose alongside Q&A.

As for the morph gadget: It has all kinds of extra bits in for handling different mods and rendering the effects and etc etc. I keep meaning to write a 'lightweight' alternative but never get around to it.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Mod Question Repository... Questions come in, answers go out

Post by knorke »

The forum would already be a searchable database if instead of this thread in which you can never find anything again there would have been numerous small threads with good topics :regret:
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Mod Question Repository... Questions come in, answers go out

Post by Wombat »

question - can i haz more resources ? like, solar and geo would give different kind of resource.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Mod Question Repository... Questions come in, answers go out

Post by hoijui »

not through the engine (yet), but you can code it in lua of course.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Mod Question Repository... Questions come in, answers go out

Post by Wombat »

thank u

Image
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod Question Repository... Questions come in, answers go out

Post by smoth »

Wombat wrote:question - can i haz more resources ? like, solar and geo would give different kind of resource.
GUN DAM
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Mod Question Repository... Questions come in, answers go out

Post by Wombat »

sorry, i dont have anyone to play with since a long time :(
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Mod Question Repository... Questions come in, answers go out

Post by Wombat »

i haz question, so... in many, many other rts games, when unit gets behing hill or building, it gets 'revealed' (obstacle becomes transparent, usually in form of a transparent circle). whats about spring ?

prolly lua ? :D
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Mod Question Repository... Questions come in, answers go out

Post by SanadaUjiosan »

Just used the weapon tag stockpile for the first time. Works and all that, but boy does it give me a giant ugly white bar as it's loading/creating/whatever the ammo. Any widget or gadget or whatever to pretty this up? Preferably I'd actually like to remove any kind bar and just have a number.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Mod Question Repository... Questions come in, answers go out

Post by FLOZi »

SanadaUjiosan wrote:Just used the weapon tag stockpile for the first time. Works and all that, but boy does it give me a giant ugly white bar as it's loading/creating/whatever the ammo. Any widget or gadget or whatever to pretty this up? Preferably I'd actually like to remove any kind bar and just have a number.
the CA healthbar widget handles stockpiling, you might try that.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: Mod Question Repository... Questions come in, answers go out

Post by PicassoCT »

Is 512 x512 texture for a epic unit to much?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Mod Question Repository... Questions come in, answers go out

Post by FLOZi »

PicassoCT wrote:Is 512 x512 texture for a epic unit to much?
Not at all, probably >90% of all S44 units use 512 x 512 textures.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: Mod Question Repository... Questions come in, answers go out

Post by PicassoCT »

thx
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

edit: n/m I got it.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

Is this possible engine wise at all to make a air transport load & unload like a land transport?

If it's not implemented into the engine than movectrl won't help force it to act like a land transport because traditional air transports must hover over the units they are loading. and the whole things gets borked! :o


edit:

could is use an attach unit script:
http://answers.springlobby.info/questio ... page=1#383

to attach a land unit to a transport unit with out the transport unit flying over to pick it up?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mod Question Repository... Questions come in, answers go out

Post by Forboding Angel »

Snipawolf wrote:1. Is it possible to have a metal extractor be able to make its own metal and extract it, but only work if its on a metal patch?


(By the way, if anyone has any questions, put them here.)
Yes this is possible, Evo does it. (yes I know I know, thread necro)
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

Okay. Say I have a unit with multiple weapon types each with their own range. Also I should note at various times some of the weapons are blocked and some are not. Sometimes setting up the unit so that the lowest ranged weapon is weapon1will work, so when given an attack order no matter if it is blocked or not the unit will not have any range issues that prevent it from moving into range and attacking, but it might be pushing the unit too close than it needs to be. Some units like this that are not in range don't bother moving into range because some of the weapons that are blocked are in range, which give th appearance of a weapon aiming bug, were the unit doesn't engage.

Any suggestions around this?
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