Forged Alliance Forever Forged Alliance Forever Forums 2018-02-01T16:53:14+02:00 /feed.php?f=41&t=15755 2018-02-01T16:53:14+02:00 2018-02-01T16:53:14+02:00 /viewtopic.php?t=15755&p=160246#p160246 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]> Statistics: Posted by Franck83 — 01 Feb 2018, 16:53


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2018-02-01T16:45:18+02:00 2018-02-01T16:45:18+02:00 /viewtopic.php?t=15755&p=160245#p160245 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]> Statistics: Posted by REPELLERCOM — 01 Feb 2018, 16:45


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2018-02-01T12:55:44+02:00 2018-02-01T12:55:44+02:00 /viewtopic.php?t=15755&p=160225#p160225 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]>
I would suggest you should start from an existing shield model that you modify.

Follow carefully the blender use instructions https://github.com/Oygron/SupCom_Import_Export_Blender for example this one :


When creating a new unit, the central bone (parent of all other bones of the armature) of the unit MUST have the same name as the unit

Statistics: Posted by Franck83 — 01 Feb 2018, 12:55


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2018-02-01T04:35:21+02:00 2018-02-01T04:35:21+02:00 /viewtopic.php?t=15755&p=160199#p160199 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]>
A path to a solution would be grate if nothing else.

Statistics: Posted by REPELLERCOM — 01 Feb 2018, 04:35


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2018-01-22T10:41:06+02:00 2018-01-22T10:41:06+02:00 /viewtopic.php?t=15755&p=159716#p159716 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]>

Starting a new faction is huge time invest. See the Uveso abstract in this post for a start point.

http://forums.faforever.com/viewtopic.php?f=41&t=15391


Goog modding :)

Statistics: Posted by Franck83 — 22 Jan 2018, 10:41


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2018-01-22T03:14:54+02:00 2018-01-22T03:14:54+02:00 /viewtopic.php?t=15755&p=159706#p159706 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]> Statistics: Posted by REPELLERCOM — 22 Jan 2018, 03:14


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2018-01-18T02:14:57+02:00 2018-01-18T02:14:57+02:00 /viewtopic.php?t=15755&p=159575#p159575 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]> I am seeing another problem appearing in the mod that relates to de_sink but as of yet don not understand it fully yet so will not post the problem till i have isolated it fully.

Statistics: Posted by REPELLERCOM — 18 Jan 2018, 02:14


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2018-01-17T17:05:59+02:00 2018-01-17T17:05:59+02:00 /viewtopic.php?t=15755&p=159560#p159560 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]>
You can try this (i did not test it) after deleting your 'OnTransportAttach' function :

Code:
   OnAttachedToTransport = function(self, transport, bone)
        self:MarkWeaponsOnTransport(true)
        if self:ShieldIsOn() then
         if not EntityCategoryContains(categories.SERAPHIM, self) then   
            self:DisableShield()
            self:DisableDefaultToggleCaps()
         end
        end
        self:DoUnitCallbacks('OnAttachedToTransport', transport, bone)
    end,


If i understand well, your mod keep unit shield when transport units (except for seraphim units) ?

Statistics: Posted by Franck83 — 17 Jan 2018, 17:05


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2018-01-17T16:50:17+02:00 2018-01-17T16:50:17+02:00 /viewtopic.php?t=15755&p=159559#p159559 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]> ___________
do

local oldunit = Unit

Unit = Class(oldunit) {

oldunit.Unit,

OnTransportAttach = function(self, attachBone, unit)
self:PlayUnitSound('Load')
self:MarkWeaponsOnTransport(unit, true)
if unit:ShieldIsOn() then
if not EntityCategoryContains(categories.SERAPHIM, unit) then
unit:DisableShield()
end
end
if not EntityCategoryContains(categories.PODSTAGINGPLATFORM, self) then
self:RequestRefreshUI()
end
end,

}

end
___________________________


This is the code i have found that appears to be stopping the mod in its tracks it should alow shields to run on transports so as to protect the transport.

The mod is called OMNI_UNION

If necessary i can post the mod on here but its a mess.

Thank you for your support.

Statistics: Posted by REPELLERCOM — 17 Jan 2018, 16:50


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2018-01-17T12:29:05+02:00 2018-01-17T12:29:05+02:00 /viewtopic.php?t=15755&p=159546#p159546 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]> Statistics: Posted by Franck83 — 17 Jan 2018, 12:29


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2018-01-17T09:01:28+02:00 2018-01-17T09:01:28+02:00 /viewtopic.php?t=15755&p=159543#p159543 <![CDATA[Re: mod = commander not spawning correctly + De_sink]]> Statistics: Posted by speed2 — 17 Jan 2018, 09:01


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2018-01-17T03:35:49+02:00 2018-01-17T03:35:49+02:00 /viewtopic.php?t=15755&p=159539#p159539 <![CDATA[mod = commander not spawning correctly + De_sink]]> thanks for taking the time to read my plea for help :)

Statistics: Posted by REPELLERCOM — 17 Jan 2018, 03:35


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