object hiding
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- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
object hiding
While this is a bit of a scripting question, it mainly has to do with the way the model works.
If I have a unit that builds its weapons, can I make it so that the weapons only show up in its fire points (such as missles) when it has them built?
thanks
edit: also, is it possible to animate something while the unit is building its weapons (and then have a differnt animation if it fires)
If I have a unit that builds its weapons, can I make it so that the weapons only show up in its fire points (such as missles) when it has them built?
thanks
edit: also, is it possible to animate something while the unit is building its weapons (and then have a differnt animation if it fires)
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
actualy, I like the creatures that are out at night. I don't know if I would use the word lonely. . .I find the night to be more empty (and I like that it is colder, don't like it when the temperature goes above 60 dgrees farenhiet outside) which is fine with me because I find that I am out of sync with most people, not many if any interests etc.
caught up in their own lives. . .I would say that is true except that they are so caught up in their lives they forget about their lives, and loose track of important things.
caught up in their own lives. . .I would say that is true except that they are so caught up in their lives they forget about their lives, and loose track of important things.
still no luck
I did see this:
Moveinfo.tdf
Sidedata:
Needs to be:
it goes from 0-255(iirc...) you want to keep your values in that range.. but that isn't the problem.
I did see this:
Moveinfo.tdf
Code: Select all
[class17]
{
Name=ALLT;
footprintx=3;
footpringy=3;
maxwaterdepth=300;
maxslope=90;
}
Code: Select all
[DOOMSD]
{
canbuil1=DOOMFD;
}
[DOOMFD]
{
canbuilt1=DOOMSD
}
Code: Select all
[DOOMSD]
{
canbuild1=DOOMFD;
}
[DOOMFD]
{
canbuild1=DOOMSD;
}
Actually, with some heavy scripting, you could. First a "for" loop on all ID (don't forget to use the new "get MAX_ID", then some "if(get UNIT_XZ(id)==get PIECE_XZ(buildpad))", then store the ID, and use the new "get UNIT_BUILD_PERCENT_LEFT" to monitor the construction progress.smoth wrote:You cannot moniter the status of a unit's construction progress
However, stockpiled weapon aren't units, so I don't see any way to monitor how much they are built.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
hmm, well the mod loads up again, and now I have to make the unit work (debuging time
) thanks smoth.
It seems to me it would be possable to make better mods for this engine if the developers allowed for monitoring of more variables. such as corpses, other units etc. The more you can pay attention to, the more you can react to.
Know if adding more things to do with corpses is any were on the block?

It seems to me it would be possable to make better mods for this engine if the developers allowed for monitoring of more variables. such as corpses, other units etc. The more you can pay attention to, the more you can react to.
Know if adding more things to do with corpses is any were on the block?
Once, (in WP's duck to be precise) I tricked TA into allowing my script to choose which corpse sequence to use. The trick was to have the first sequence of corpses, then to end with a corpse that had:
featuredead=first_corpse_of_new_sequence;
indestructible=1;
flamable=0;
reclaimable=0;
blocking=0;
hitdensity=0;
footprintx=0;
footprintz=0;
height=0;
filename=trees;
seqname=smudge02;
Then, in the killed script, I just add the number of corpse in the first sequence of corpse to the corpsetype as an offset to make it use the second sequence of corpse. There's no reason the same kind of trick wouldn't work under Spring.
featuredead=first_corpse_of_new_sequence;
indestructible=1;
flamable=0;
reclaimable=0;
blocking=0;
hitdensity=0;
footprintx=0;
footprintz=0;
height=0;
filename=trees;
seqname=smudge02;
Then, in the killed script, I just add the number of corpse in the first sequence of corpse to the corpsetype as an offset to make it use the second sequence of corpse. There's no reason the same kind of trick wouldn't work under Spring.