Forged Alliance Forever Forged Alliance Forever Forums 2017-04-26T23:11:11+02:00 /feed.php?f=41&t=14427 2017-04-26T23:11:11+02:00 2017-04-26T23:11:11+02:00 /viewtopic.php?t=14427&p=147461#p147461 <![CDATA[Re: Changing beams and projectiles id on the fly]]> Statistics: Posted by Franck83 — 26 Apr 2017, 23:11


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2017-04-26T21:08:37+02:00 2017-04-26T21:08:37+02:00 /viewtopic.php?t=14427&p=147451#p147451 <![CDATA[Re: Changing beams and projectiles id on the fly]]>
and then lots of other stats can be changed too.

if you need more drastic changes you can create a child projectile and pass whatever data needed to it and destroy the original projectile; this is used for a couple of select things like splitting projectiles and mercies

Statistics: Posted by Exotic_Retard — 26 Apr 2017, 21:08


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2017-04-26T19:07:54+02:00 2017-04-26T19:07:54+02:00 /viewtopic.php?t=14427&p=147444#p147444 <![CDATA[Re: Changing beams and projectiles id on the fly]]> Yes its probably not great if you want it for every single unit.

Well good thing you figured it out.

Statistics: Posted by KeyBlue — 26 Apr 2017, 19:07


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2017-04-26T18:39:29+02:00 2017-04-26T18:39:29+02:00 /viewtopic.php?t=14427&p=147442#p147442 <![CDATA[Re: Changing beams and projectiles id on the fly]]>
But i succeed in the simplest way by using the ChangeProjectileBlueprint method. That was so simple :roll: !

Statistics: Posted by Franck83 — 26 Apr 2017, 18:39


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2017-04-26T13:54:08+02:00 2017-04-26T13:54:08+02:00 /viewtopic.php?t=14427&p=147438#p147438 <![CDATA[Re: Changing beams and projectiles id on the fly]]> Like in this example: https://github.com/FAForever/fa/blob/de ... pt.lua#L58
Where the UEF ACU only has his maingun and tml and billy are disabled until later.

Statistics: Posted by KeyBlue — 26 Apr 2017, 13:54


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2017-04-26T08:32:40+02:00 2017-04-26T08:32:40+02:00 /viewtopic.php?t=14427&p=147435#p147435 <![CDATA[Re: Changing beams and projectiles id on the fly]]> Statistics: Posted by Franck83 — 26 Apr 2017, 08:32


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2017-04-25T23:07:56+02:00 2017-04-25T23:07:56+02:00 /viewtopic.php?t=14427&p=147427#p147427 <![CDATA[Re: Changing beams and projectiles id on the fly]]> Or something like that.

Not sure if you can change projectile on the fly, should probably check ACUs to see how they handle upgrades. (if you haven't already ofcourse)

Statistics: Posted by KeyBlue — 25 Apr 2017, 23:07


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2017-04-25T21:47:32+02:00 2017-04-25T21:47:32+02:00 /viewtopic.php?t=14427&p=147425#p147425 <![CDATA[Changing beams and projectiles id on the fly]]>
Maybe you can help me. I'm currently on developping a mod that allows units to upgrade and changing their weapons. Everything is working fine with data about damage, range, radius...thanks to the supcom buff system.

The thing i wanna do now is changing graphical projectiles on the fly when upgrading my units. It's not just a cosmetic change. I can give usefull infos on damage type by looking at projectile graphical effect. The matter is that it's not like modding a fixed unit. And i didn't succeed in hooking createprojectile methods in weapons.lua files. There are so much files. I try modding every area where i found some blueprintid info. I had no success with ChangeProjectileBlueprint method too. I found no example of its use. (maybe because i tried to change a beam weapon ?)

I got the feel i missed something. Is there a function that allows overriding everything to change the projectile id on the fly ? somebody got some experience on this ?

Thanks for your help !

Statistics: Posted by Franck83 — 25 Apr 2017, 21:47


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