Allow Nanos to be weapon types...
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- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Allow Nanos to be weapon types...
As in allow us to define a weapon instead of nanospray.
This was for example we could use beamlasers or beamweapons, lightning etc etc etc to use instead of nanospray along with allowing us to easily use Custom Explosion Generator effects in conjunction with building.
I know there was some talk about this before I really got into modding... Is there a relatively non hacky way to accomplish this already?
However, regardless, the request still stands.
This was for example we could use beamlasers or beamweapons, lightning etc etc etc to use instead of nanospray along with allowing us to easily use Custom Explosion Generator effects in conjunction with building.
I know there was some talk about this before I really got into modding... Is there a relatively non hacky way to accomplish this already?
However, regardless, the request still stands.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I am a novice when it comes to scripting. Could you post an example in greater detail? Remember that I have only been truly modding for a few months, so I get to play catch up on a lot of things.KDR_11k wrote:You didn't notice???
emit-sfx 2048(2049, 2050, ...) spawns the first (second, third, ...) weapon's shot from the given piece. Emit-sfx 1024 and so on can do custom explo gens. Where have you been?
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
More explanation would be mostly talking about how BOS works. Calling emit-sfx 2048 from piecename spawns the weapon's shot at piecename. The tag to disable nanospray is shownanospray=0, for the target not to show the wireframe build effect use shownanoframe=0 on the target unit. I've also added some simple replacement build-effect into CvC, that may be more fitting than KP's because KP doesn't have to worry about resource shortage.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
There's no other way to do itForboding Angel wrote:can it be made to be easier?
Having to change scripting for every unit is tedius, and the way it works is (imo) very shoddy (no offense intended).

Scripting is less tedius when you're actually doing your own units from scratch rather than building off crappy ta content, hint hint :)
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43