Mod Question Repository... Questions come in, answers go out - Page 16

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.

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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Seems like that face is the "number 0" face of base object. It had special meaning in OTA (AFAIK not in Spring) - it was the selection rectangle beneath the unit (known as baseplate). Probably Spring just doesn't render such faces, I'm not sure. Take a look at any OTA unit model, you'll see them.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

DANG!
Of course! I forgot to give it a ground plate! Works fine now - thanks man! I could have gone fiddling around for hours before thinking of that... :wink:
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

s3o needs a baseplate not
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

wow

Post by rcdraco »

Off topic here, that is pretty sweet, keep up the good work.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ach, having troubles...

My factory, for its leaving script, will not allow a unit to be turned while connected to the build piece. I remember testing with this before, but it doesn't work now... Why?
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Abokasee
Posts: 222
Joined: 03 Nov 2006, 21:51

Post by Abokasee »

Im trying to make a nuke weapon, with a burst, which goes over a large area, I tried to use sprayangle so it would go over the place, but it just all lands in the same place, is there any way of doing this?
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Accuracy, with a high number, probably.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

I think for rockets you have to set a turnrate of let's say 5000 for example and then a wobble with a higher value like 6000 or 7000 (you have to play with the values to achieve the effect you want). The turnrate says in how far the rocket can correct its course while the wobble adds some random ... well wobbles to the flight path...
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Starburst missiles don't support inaccuracy. You could make a fake launch, i.e. have a missile part on the launcher, move that upwards as if it was launching and then fire the weapon from there. That lets you use regular missiles or any other weapon type that can accept inaccuracy. Or you could use a trajectoryHeight=1 missile instead of a starburst.

Krog: That's outdated information, since 75b1 you can just use accuracy on the missile.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Isn't there a tag that spins the fins/tail of a missile somewhere? I remember seeing it somewhere...
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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

Snipawolf wrote:Isn't there a tag that spins the fins/tail of a missile somewhere? I remember seeing it somewhere...
yeah is like 'propeller' or something. kdr will know.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

propeller=1; indeed. However I don't think it was ever implemented in Spring. Someone please correct me.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

I think it spins the whole model around it's local Z-axis, or used to in OTA. Never tried it in spring.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Never used it myself but I haven't seen it in the code and I've heard it's ignored by Spring.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

So - it's me again... :wink:
You might have seen my Advanced Wind Generators which work via the shortened height script form CA. Now it's probably not surprising that there's also going to be an Advanced Tidal Generator. I now can use the wind script but I need to know which variable to read out. Is there a Spring.Tidal, Game.Tidal variable or something like that which will handle over the Tidal Strength given by the map you play (and if so where would be the place to look things like this up)?

Thanks in advance...
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ahh...

This does not maek unit cloak.

Code: Select all

	Init_Cloaked=1;
	Mincloakdistance=10;
	Stealth=1;
	cloakcost=1;
	cloakcostmoving=1;
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

canCloak?

If in doubt just set CLOAKED to 1.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I'm pretty sure its cloaking, but units with LOS can still see it. Very annoying seeing as I want them to blow units up, not the other way around.

Ack, I have a knack for telling only half of a problem... :|
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Maybe try it without the Init_Cloak command. Did you also set onoffable=1 ?
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Here's one. How does the CATEGORY field in the unit fbi work? I have a unit that everything will shoot. I have another unit that nothing will shoot. Both are HEAVY category. I also have units that have badtargetcategory set on their weapons, which they are ignoring. Any tips?
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