Forged Alliance Forever Forged Alliance Forever Forums 2017-02-23T11:12:05+02:00 /feed.php?f=41&t=12970 2017-02-23T11:12:05+02:00 2017-02-23T11:12:05+02:00 /viewtopic.php?t=12970&p=144073#p144073 <![CDATA[Re: Mod making]]> Statistics: Posted by StylisticSagi — 23 Feb 2017, 11:12


]]>
2017-02-22T13:23:26+02:00 2017-02-22T13:23:26+02:00 /viewtopic.php?t=12970&p=143976#p143976 <![CDATA[Re: Mod making]]> Since that unit creates vision areas and one would think you should be able to create a similar vision area on top of your paragon.

Statistics: Posted by KeyBlue — 22 Feb 2017, 13:23


]]>
2017-02-22T13:12:03+02:00 2017-02-22T13:12:03+02:00 /viewtopic.php?t=12970&p=143975#p143975 <![CDATA[Re: Mod making]]>
p.s. something totally diffrent.
I made so that every faction can build the paragon.
however there i 2 things i want to do with it.
1 i want to make it so that you can build only one. (this one i will probably be able to figure it out myself i've seen soe mods with unique units so)
2 i want to create a vision area for everyone to see around the paragon whenever it has been build (or is being constructed).

For that last point i have no idea where to start or if it is even possible...

Statistics: Posted by StylisticSagi — 22 Feb 2017, 13:12


]]>
2017-02-20T17:55:32+02:00 2017-02-20T17:55:32+02:00 /viewtopic.php?t=12970&p=143866#p143866 <![CDATA[Re: Mod making]]>
otherwise you need to use some ecomod nonsense to do that, which is meh tbh.

Statistics: Posted by Exotic_Retard — 20 Feb 2017, 17:55


]]>
2017-02-20T17:48:04+02:00 2017-02-20T17:48:04+02:00 /viewtopic.php?t=12970&p=143864#p143864 <![CDATA[Re: Mod making]]> I like to give this bonus always with or without mass storage.
I tried messing around with the bp.Economy.AdjacentMassProductionMod line but without succesm it doesn't even seem to affect it at all.

if Categories.ECONOMIC then
if bp.bp.Economy.StorageMass then
bp.Economy.AdjacentMassProductionMod = 0
end
end

Statistics: Posted by StylisticSagi — 20 Feb 2017, 17:48


]]>
2016-12-14T18:04:26+02:00 2016-12-14T18:04:26+02:00 /viewtopic.php?t=12970&p=140549#p140549 <![CDATA[Re: Mod making]]>
@Retard: unfortunately watching replays doesnt auto download mods (thats why these replays desync when you dont have the required mods). Your comment is true for maps but not for mods.

Statistics: Posted by CookieNoob — 14 Dec 2016, 18:04


]]>
2016-12-14T18:01:40+02:00 2016-12-14T18:01:40+02:00 /viewtopic.php?t=12970&p=140548#p140548 <![CDATA[Re: Mod making]]> to update a mod you upload one with the same name and a different version.

the current mod vault in python client is broken since it doesnt hide old versions of mods. so yeah.

Statistics: Posted by Exotic_Retard — 14 Dec 2016, 18:01


]]>
2016-12-14T17:12:46+02:00 2016-12-14T17:12:46+02:00 /viewtopic.php?t=12970&p=140541#p140541 <![CDATA[Re: Mod making]]> I can't even find how i can delete my mods on the servers...

Statistics: Posted by StylisticSagi — 14 Dec 2016, 17:12


]]>
2016-12-08T00:07:47+02:00 2016-12-08T00:07:47+02:00 /viewtopic.php?t=12970&p=140117#p140117 <![CDATA[Re: Mod making]]>
StylisticSagi wrote:
Is it possible to change things in the script file?


Sure, you can change the scriptfiles from units, or you can also change scripts from gamefiles.

If you change game files, you need to copy those inside your mod inside the folder "hook\lua":

E.G. you like to change the defaultweapons.lua, then copy it to:

\Mods\YOURMODNAME\hook\lua\sim\defaultweapons.lua

And modify it there.

Statistics: Posted by Uveso — 08 Dec 2016, 00:07


]]>
2016-12-06T11:29:53+02:00 2016-12-06T11:29:53+02:00 /viewtopic.php?t=12970&p=140052#p140052 <![CDATA[Re: Mod making]]> Statistics: Posted by StylisticSagi — 06 Dec 2016, 11:29


]]>
2016-11-22T11:55:52+02:00 2016-11-22T11:55:52+02:00 /viewtopic.php?t=12970&p=139513#p139513 <![CDATA[Re: Mod making]]> I would link them but i uploaded them into the vault
the main mod calls economic warfare
a small mod i added was true alliance

Statistics: Posted by StylisticSagi — 22 Nov 2016, 11:55


]]>
2016-10-29T10:37:32+02:00 2016-10-29T10:37:32+02:00 /viewtopic.php?t=12970&p=138017#p138017 <![CDATA[Re: Mod making]]>
I can't seem to find out what i am doing wrong with these lines :S
Code:
      --anti nukes max 3 storage
      if Categories.STRUCTURE and Categories.SIZE8 and Categories.SILO then
         if bp.Weapon then
            for _,weapon in bp.Weapon do
               if weapon.MaxProjectileStorage and weapon.CountedProjectile then
               Weapon.MaxProjectileStorage = 3
               end
            end
         end
      end


btw i try to upload a mod in the fa lobby but after you select the file the upload button doesn't seem to work :S

p.s. do you know what the map file of the t3 anti air is (like ueb2108 being the uef missile launcher) i can't seem to find it :(. I want to test and try make the anti air unit also give some sort of missile defense.

Statistics: Posted by StylisticSagi — 29 Oct 2016, 10:37


]]>
2016-10-28T19:32:30+02:00 2016-10-28T19:32:30+02:00 /viewtopic.php?t=12970&p=137996#p137996 <![CDATA[Re: Mod making]]>
Code:
table.insert(bp.Categories, 'TECH1')

Statistics: Posted by Uveso — 28 Oct 2016, 19:32


]]>
2016-10-28T09:30:32+02:00 2016-10-28T09:30:32+02:00 /viewtopic.php?t=12970&p=137950#p137950 <![CDATA[Re: Mod making]]> I often tought about this one tough. Can you give this ability that easily to another unit then?
Apart from if it is possible or not and how cool it is, i think redirecting missiles could be to strong also.

p.s. i'm stil having trouble with giving a unit more categories in wirtten code.
You gave me a nice function to remove a category altough i haven't tried it as i haven't needed it but i can't find how to add one either.

Statistics: Posted by StylisticSagi — 28 Oct 2016, 09:30


]]>
2016-10-27T19:52:39+02:00 2016-10-27T19:52:39+02:00 /viewtopic.php?t=12970&p=137909#p137909 <![CDATA[Re: Mod making]]>
Look into URL0303_Script.lua and search for MissileRedirect.

Maybe every race should have at least one bot with antimissiledefense. :)

Statistics: Posted by Uveso — 27 Oct 2016, 19:52


]]>