Mod Question Repository... Questions come in, answers go out - Page 39

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
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Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

rr oh, well im thinking ota then

edit:
new question: using upspring to measure move piece doesnt seem to translate the same into bos movement. is it like x2 or maybe x3 what an upspring move is?
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Peet
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Re: Mod Question Repository... Questions come in, answers go out

Post by Peet »

BOS movement is the same as upspring movement if you set the linear constant ( [] ) to 65536 instead of 163840 which was for ota.
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bobthedinosaur
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

oh really, and that doesnt effect the angular does it?
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Peet
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Re: Mod Question Repository... Questions come in, answers go out

Post by Peet »

Nope, angular should still be 65536/360
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

wind_speed via cob, what are the high and low values of its range? could it be directly related to the maps min and max or is it maybe a translated form?
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Anarchid
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Re: Mod Question Repository... Questions come in, answers go out

Post by Anarchid »

- How exactly does the fireplatform tag work?
- Will the flamethrower's sizeGrowth parameter affect the size of its collision sphere?
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Hoi
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Re: Mod Question Repository... Questions come in, answers go out

Post by Hoi »

Afaik adding isfireplatform=1 to a transport allows any units in it to fire/use nano beam (so you could make a bunker).
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

okay i have a question for any modders out there that claim to know about LOD. ive heard its been implemented into the engine for some time now, so who has it working, and how does it work? every one likes pretty details on models, no one likes laggy games
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smoth
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Re: Mod Question Repository... Questions come in, answers go out

Post by smoth »

*grumbles* :\
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

is that a "freaking idiot and his redundantly stupid questions" grumble or a "looks like i need to work on that myself" grumble?
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Hoi
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Re: Mod Question Repository... Questions come in, answers go out

Post by Hoi »

maybe both? :P

Hmm, well, I don't know anything about lod, but it sounds like I would have to make a seperate model, uvmap and texture for each lod level, if so that's a no for me :wink:
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

once again hoi, thanks for the bump..
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

Something else I heard bickering about awhile back, and am wondering if it ever got implemented: targeting priority. Some sort of system that tells units not to waste their time on certain units and target others first. Would work best with unit definitions wouldnt it?
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Evil4Zerggin
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Re: Mod Question Repository... Questions come in, answers go out

Post by Evil4Zerggin »

There's badTargetCategory (shoot at units other than these type(s) first) and noTargetCategory (don't shoot at these type(s) of unit at all).

That's about it though.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

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

Post by [Krogoth86] »

You also can use the ProximityPriority weapon tag for controlling the preferation of targets being more close or further away...
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KDR_11k
Game Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

There's also the TargetWeight COB function. It's probably very slow but if you need fine control for a small number of superweapons or generally use very few units it could work for you.
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bobthedinosaur
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

target weight sound more like what i was thinking, but if it's a resource hog never mind. what i had in mind was configuring weapons to avoid over kill of a unit it would easily destroy with some weapons, and maybe use an alternative weapon on them instead, while reserving the heavy weapons for units that need the pounding.
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bobthedinosaur
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

2 quick questions:
1) was trying to find docs on the cob get/set to request repair pad landing
2) i have a script that wont compile for the stupid reason, it wont recognize setsfxoccupy after i added some extra h scripts.
ill attach it for any one to look out.
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

Did I fail to mention mechs, gears, tanks, and anime tits?
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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 »

if i use the get/set CURRENT_FUEL (93)
and set my unit to have 100 max fuel, would setting it to 30 be an effective means to ask it to land? what happens if it hits 0, will it crash or land on the ground where it runs out?
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