Forged Alliance Forever Forged Alliance Forever Forums 2018-05-01T14:24:08+02:00 /feed.php?f=53&t=15788 2018-05-01T14:24:08+02:00 2018-05-01T14:24:08+02:00 /viewtopic.php?t=15788&p=163021#p163021 <![CDATA[Re: Nuclear Beetles]]>
Unfortunately I can't use unit files for my usecase, since it is a survival map, and not a mod. Any idea if I can set the needed info on a beetle after creating it, or somehow create a beetle from blueprint info stored in lua?

Statistics: Posted by EntropyWins — 01 May 2018, 14:24


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2018-04-26T19:19:24+02:00 2018-04-26T19:19:24+02:00 /viewtopic.php?t=15788&p=162939#p162939 <![CDATA[Re: Nuclear Beetles]]> UniformScale = x.xxx,

However changing it makes the other values off, namely the skirt sizes, offsets, footprint sizes, selection sizes, and most importantly size x,y and z - those control the virtual size of the unit for weapon collision purposes.
You would think that uniformscale would uniformly boost all those up-but nope...it only handles the visual aspect.

As for the death weapon, you should have no problem copying the death nuke from Paragon, or Goliath (Blackops Unleashed). Just import what needs importing in the unit's script file.

I made 2 types of xxl beetles in my mod, with a death weapon - not a nuke however, but still a loud and graphic bang :)
As well as several more supersized boss-type units.
Check them out. The mod's name is Survival Mayhem&BO balance (version 30+, there's an obsolete version too, ignore that)

Statistics: Posted by DDDX — 26 Apr 2018, 19:19


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2018-04-15T18:37:40+02:00 2018-04-15T18:37:40+02:00 /viewtopic.php?t=15788&p=162625#p162625 <![CDATA[Re: Nuclear Beetles]]> Statistics: Posted by EntropyWins — 15 Apr 2018, 18:37


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2018-01-24T03:02:37+02:00 2018-01-24T03:02:37+02:00 /viewtopic.php?t=15788&p=159817#p159817 <![CDATA[Re: Nuclear Beetles]]> Statistics: Posted by Exotic_Retard — 24 Jan 2018, 03:02


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2018-01-24T00:09:33+02:00 2018-01-24T00:09:33+02:00 /viewtopic.php?t=15788&p=159806#p159806 <![CDATA[Nuclear Beetles]]>

I know how to create a beetle

Code:
local beetle = CreateUnitHPR(
   "xrl0302",
   "ARMY_9",
   255,
   25.9844,
   255,
   0, 0, 0
)


I know how to make it stronger and slower

Code:
beetle:SetMaxHealth(beetle:GetMaxHealth() * 10)
beetle:SetHealth(beetle, beetle:GetMaxHealth())
beetle:SetSpeedMult(0.42)


What I do not know is how to make set it's death weapon to be a nuke. I found `beetle.OnKilled` which allows me to do something when the beetle died, though I do not know how to create a nuclear explosion (without doing something silly like spawning a para and killing it) and the old death weapon is still there anyway.

I'd also like the beetle to be scaled up a little bit, though this is not as important. I tried using `beetle:SetDrawScale`, though did not see this function have any effect.

Statistics: Posted by EntropyWins — 24 Jan 2018, 00:09


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