Page 16 of 59
Posted: 26 Oct 2007, 15:58
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.
Posted: 26 Oct 2007, 23:52
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...

Posted: 27 Oct 2007, 01:48
by Snipawolf
s3o needs a baseplate not
wow
Posted: 27 Oct 2007, 02:34
by rcdraco
Off topic here, that is pretty sweet, keep up the good work.
Posted: 29 Oct 2007, 04:22
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?
Posted: 29 Oct 2007, 10:36
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?
Posted: 29 Oct 2007, 11:52
by Snipawolf
Accuracy, with a high number, probably.
Posted: 29 Oct 2007, 12:12
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...
Posted: 29 Oct 2007, 14:57
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Krog: That's outdated information, since 75b1 you can just use accuracy on the missile.
Posted: 30 Oct 2007, 03:56
by Snipawolf
Isn't there a tag that spins the fins/tail of a missile somewhere? I remember seeing it somewhere...
Posted: 30 Oct 2007, 04:14
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.
Posted: 30 Oct 2007, 04:19
by FLOZi
propeller=1; indeed. However I don't think it was ever implemented in Spring. Someone please correct me.
Posted: 30 Oct 2007, 04:29
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.
Posted: 30 Oct 2007, 08:23
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.
Posted: 02 Nov 2007, 21:10
by [Krogoth86]
So - it's me again...
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...
Posted: 03 Nov 2007, 06:30
by Snipawolf
Ahh...
This does not maek unit cloak.
Code: Select all
Init_Cloaked=1;
Mincloakdistance=10;
Stealth=1;
cloakcost=1;
cloakcostmoving=1;
Posted: 03 Nov 2007, 08:20
by KDR_11k
canCloak?
If in doubt just set CLOAKED to 1.
Posted: 03 Nov 2007, 16:55
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...

Posted: 03 Nov 2007, 17:42
by [Krogoth86]
Maybe try it without the Init_Cloak command. Did you also set onoffable=1 ?
Posted: 10 Nov 2007, 04:47
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?