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

Posted: 23 Apr 2008, 18:11
by lurker
It's roughly 10x better and still easy to block the sharing of limited units only. Please do that.

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

Posted: 23 Apr 2008, 18:14
by [Krogoth86]
BTW:
lurker wrote:I'll make a quick gadget to stop building on top of mines. Someone yell at me if I've forgotten and haven't finished in 12 hours.
Image

:wink:

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

Posted: 23 Apr 2008, 18:18
by lurker
Yes. I noticed this part of the thread while closing the tabs. It's too late now for a reminder. I'll get to it today.

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

Posted: 23 Apr 2008, 18:22
by KDR_11k
lurker wrote:It's roughly 10x better and still easy to block the sharing of limited units only. Please do that.
Well, Spring will automatically block sharing of units the other guy has reached the limit for...

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

Posted: 23 Apr 2008, 18:48
by bobthedinosaur
okay, what about the lua super build functions, that allow the que of one unit and several units are built at once (infantry in s44 and other mods)? if i throw a unit limit on say "platoon commander" and it is reached, can i override that limit with that multi que function, that builds a platoon commander and the regulars in the same que?


also, non que and limit related. im thinking of making communications a possible aspect of game play, such as a 'radio operator' which with out your men can still attack but maybe you cant see them unless you get com back with them... any ideas on how that might be done?

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

Posted: 23 Apr 2008, 20:22
by KDR_11k
Lua does what you tell it to, if you tell it to respect the limit it will.

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

Posted: 24 Apr 2008, 22:46
by [Krogoth86]
Now for something completely different:
Does anyone know a good, free flamethrower sound? I've been searching for a good one to get rid of those OTA-sfx spamming whenever flamethrowers are ingame and just use one nice sound when firing. Unfortunately what I found either wasn't free or just sucked...

So anyone knows a good source?

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

Posted: 26 Apr 2008, 10:58
by ironized
microphone + a mini blowtorch...

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

Posted: 27 Apr 2008, 02:05
by Snipawolf
We need streaming sounds for firing things that repeat, not play multiple times.

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

Posted: 27 Apr 2008, 03:28
by ironized
you mean looping sounds or what... i might be able to help..

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

Posted: 27 Apr 2008, 11:50
by [Krogoth86]
Well I think it hasn't to be loopable but in case you have a unit that has an instant flamethrower and not just burst the beginning of the sound shouldn't be totally different from the rest.

It's much more important that the sound's length matches the usual burst length used in TA mods...

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

Posted: 30 Apr 2008, 03:05
by rattle
Google for some free sounds and use a sound editor to mix it to your likes, it's not that difficult.

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

Posted: 30 Apr 2008, 03:16
by [Krogoth86]
rattle wrote:Google for some free sounds and use a sound editor to mix it to your likes, it's not that difficult.
I tried but except for one which unfortunately is a bit too short they all sucked... ^^

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

Posted: 03 May 2008, 13:25
by [Krogoth86]
Well I want to remove all flanking bonus from bombers so they actually receive full damage even when advancing an enemy and not just after passing them and getting rockets on their tails. This is what the wiki says about it:
coming soon: how to set per-unit in cob
So could someone please point out how to do this?

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

Posted: 03 May 2008, 13:57
by KingRaptor
I think per-unit refers to the attacker rather than the defending unit.

Splice this into your .fbi:

Code: Select all

flankingbonusmode=0;

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

Posted: 03 May 2008, 14:49
by [Krogoth86]
So you mean I should put this into the bombers' fbi in my case?

Should be added to the wiki's FBI command list then because currently there's no entry for flanking and so I thought it just would be about the modrules.tdf and that mysterious COB possibility... :wink:

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

Posted: 09 May 2008, 03:57
by bobthedinosaur
its not a fbi command its a mod type, or am i confused?

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

Posted: 09 May 2008, 07:06
by KingRaptor
The tag can be specified in modrules as a default, and also on a per-unit basis.

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

Posted: 09 May 2008, 10:26
by [Krogoth86]
Well I tried it on a per-unit basis but it didn't have an effect for me. The modrule's default still is having flanking enabled is it?

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

Posted: 10 May 2008, 00:58
by bobthedinosaur
i think its only mod rules