Posted: Mon Jul 28, 2014 7:28 pm Post subject:
More questions
Subject description: Cloakingspeed, Weapon lights, Unit order, Cameo issues and Tech consistency
Heyo, it's me again.
1. Can you modify the cloaking speed of the Stealth Generator field?
2. With the VulcanTower weapon, it makes the ground light up slightly. Codewise, what's the source of this light?
3. Is it possible to alter the order in which the units appear in the sidebar? As in when you build a war factory, the buggy should always be above the tick tank.
4. When making cameos, sometimes they get small colored artifacts when building the unit they represent. How do I remove these artifacts?
5. When making a tech structure that grants access to high tech units and buildings, normally when you lose said tech structure you'd lose the access to the things it unlocked. This doesn't happen with some structures, what controls this and how can I fix it? _________________ QUICK_EDIT
1. not directly. But check out CloakDelay and CloakingStages
2. Bright=true on the weapon. (btw, same key also exists for warheads)
3. Yes. Change the order in the VehicleTypes list. Beware: this only works for units. If you change the BuildingTypes list order, you mess up ai.ini, as this points to buildings by their indexes, not their name.
4. You accidentally used the black color #0 which is transparent and causes these artifacts. use a different black/dark grey than index 0.
5. Not possible in TS. Once techs are granted, you only lose them if the producer-building is removed too, and thus lost all the corresponding techs.
A big problem since the beginning of TS, that you could build a tech center and then sell it again, but keep the tech center construction options.
Only house specific producer are an exception. e.g. GDI warfactory gives GDI units when playing as Nod, but Nod loses the GDI units when the WF is gone again.
There is no fix for this, except you try to make every tech building into a producer using the alternate warfactory workaround (lots of in depth coding knowledge is necessary to make this work without bugs, so i wouldn't advise this to do as a modding beginner)
You can also check out TI's ini how the Nod Hall of Faith and Barracks work. Both infantry producer, when HoF is lost, you lose the Cyborg build options. _________________ SHP Artist of Twisted Insurrection: Nod buildings
What behaviour? Do you want them to dance when they exit and scream "no, i don't want to go in this thing" when they enter? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Actually, when they exit, they just pop out as if they have just been teleported unlike in RA2 when you order a transport to eject its units inside, infantries will have to walk out. QUICK_EDIT
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