Forged Alliance Forever Forged Alliance Forever Forums 2015-09-15T07:19:23+02:00 /feed.php?f=41&t=10803 2015-09-15T07:19:23+02:00 2015-09-15T07:19:23+02:00 /viewtopic.php?t=10803&p=110161#p110161 <![CDATA[Re: Explosion FX editing, (and a projectile behaviour questi]]>
Link: http://www.filedropper.com/examplemod

Also figured out my FX issue, once i knew it was an issue with how .lua edits worked a hard google trawl finally dug something up. basically .lua edits have to be done outside of the normal mod structure. In effect they become a hardcode edit that is permanently enabled so long as the .scd containing them is contained within the gamedata folder. Which sucks but at least i got them working. So yay.

Statistics: Posted by Carl_Bar — 15 Sep 2015, 07:19


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2015-09-15T03:33:56+02:00 2015-09-15T03:33:56+02:00 /viewtopic.php?t=10803&p=110147#p110147 <![CDATA[Re: Explosion FX editing, (and a projectile behaviour questi]]>
It also sheds light on the issues i was having. Quite simply put it's not loading my modified .lua files at all. Only the projectile and unit blueprints files are being loaded, (though i know from functioning edits that the edits to the respective script files associated with them must be loading also).

So sounds like editing .lua is a bit more complex than copy pasting the file to be edited into the folder structure and changing the code you want altered. I know, i know i bet i'm getting funny looks atm. That's just how the tutorials i was able to find dealt with editing unit blueprints files, i've yet to see a single tutorial that deals with editing .lua.

Statistics: Posted by Carl_Bar — 15 Sep 2015, 03:33


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2015-09-15T01:55:02+02:00 2015-09-15T01:55:02+02:00 /viewtopic.php?t=10803&p=110137#p110137 <![CDATA[Re: Explosion FX editing, (and a projectile behaviour questi]]> Statistics: Posted by Carl_Bar — 15 Sep 2015, 01:55


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2015-09-15T00:14:13+02:00 2015-09-15T00:14:13+02:00 /viewtopic.php?t=10803&p=110126#p110126 <![CDATA[Re: Explosion FX editing, (and a projectile behaviour questi]]> Statistics: Posted by vongratz — 15 Sep 2015, 00:14


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2015-09-14T07:06:21+02:00 2015-09-14T07:06:21+02:00 /viewtopic.php?t=10803&p=110017#p110017 <![CDATA[Re: Explosion FX editing, (and a projectile behaviour questi]]>
Of course the FXC questions take priority ;). But since you said you can't help there thanks again for replying on what you can help with :).

Statistics: Posted by Carl_Bar — 14 Sep 2015, 07:06


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2015-09-14T01:11:15+02:00 2015-09-14T01:11:15+02:00 /viewtopic.php?t=10803&p=110001#p110001 <![CDATA[Re: Explosion FX editing, (and a projectile behaviour questi]]>
when i test i ...
- play with the /EnableDiskWatch command line so many file changes are applied instantly, with no restart required
- play a skirmish game. then you can hit ctrl-f10 to restart it
- play with cheats on
- bind ai_instabuild to a key (build things instantly) because i think the fastest way of spawning anything is just to build it, rather than the cheat menu

Statistics: Posted by nine2 — 14 Sep 2015, 01:11


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2015-09-13T23:08:57+02:00 2015-09-13T23:08:57+02:00 /viewtopic.php?t=10803&p=109987#p109987 <![CDATA[Explosion FX editing, (and a projectile behaviour question)]]>
I'm trying to make the final stage use the quark bomb fx so that the visual AoE is larger. I've tried through trial and error the projectile bluprint, the projectile script, the aeonprojectiles.lua and the effecttemplete.lua files with no luck.

So having found this place whilst digging for a tutorial on FX editing i thought i'd ask here how to do it. Possibly i'm missing a vital step somewhere and have been editing the right files in the wrong way.


Also i changed said artillery to a low firing arc, but the shots consistently fall short of the aim point, it has the muzzle velocity to reach the specified range, (reduced to 500 max), but the final cluster stage appears to suffer gravity curve despite no such gravity effect being specified in the relevant projectile file and the aim dosen;t take account of said drop.


p.s. while i think on, if i successfully change the FX, do i need to start a new game instead of loading a save? I've been consistently starting a new game to test as i know some changes don't carry across unless you start a new save, but i'm not clear on which changes do carry across.

Statistics: Posted by Carl_Bar — 13 Sep 2015, 23:08


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