Forged Alliance Forever Forged Alliance Forever Forums 2019-01-27T13:14:24+02:00 /feed.php?f=41&t=17127 2019-01-27T13:14:24+02:00 2019-01-27T13:14:24+02:00 /viewtopic.php?t=17127&p=171411#p171411 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]> Statistics: Posted by Evildrew — 27 Jan 2019, 13:14


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2019-01-27T05:45:26+02:00 2019-01-27T05:45:26+02:00 /viewtopic.php?t=17127&p=171408#p171408 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]>
Here a working version to compare:
http://faforever.uveso.de/forum/ImprovedFireBeetle-v5.zip

Statistics: Posted by Uveso — 27 Jan 2019, 05:45


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2019-01-27T03:26:26+02:00 2019-01-27T03:26:26+02:00 /viewtopic.php?t=17127&p=171406#p171406 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]>
I was trying to add in energy consumption adding:

Script:
#self:SetMaintenanceConsumptionActive()
self:SetMaintenanceConsumptionInactive()
self:SetScriptBit('RULEUTC_CloakToggle', true)
self:RequestRefreshUI()


BP:
MaintenanceConsumptionPerSecondEnergy = 5,

But somehow it didnt do anything, was thinking of having it consume energy after it cloaks set in the script using energy consumption as set in blueprint like but my copy pasting didnt work. Any idea if i am missing some more pieces or just put it in the wrong place?

Statistics: Posted by Evildrew — 27 Jan 2019, 03:26


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2019-01-27T02:00:44+02:00 2019-01-27T02:00:44+02:00 /viewtopic.php?t=17127&p=171404#p171404 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]>
Sadly there is no way to change this from LUA side.
Evading cloaked units or intel is managed inside the c-engine.

Statistics: Posted by Uveso — 27 Jan 2019, 02:00


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2019-01-27T01:10:42+02:00 2019-01-27T01:10:42+02:00 /viewtopic.php?t=17127&p=171402#p171402 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]> Statistics: Posted by Evildrew — 27 Jan 2019, 01:10


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2019-01-26T23:59:19+02:00 2019-01-26T23:59:19+02:00 /viewtopic.php?t=17127&p=171397#p171397 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]>

Statistics: Posted by Evildrew — 26 Jan 2019, 23:59


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2019-01-26T20:15:51+02:00 2019-01-26T20:15:51+02:00 /viewtopic.php?t=17127&p=171393#p171393 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]> - Added hook for function OnDetachedFromTransport to cloak unit while deattaching from transport.
- Added toogle button to switch auto-cloak off
- Fixed a bug in function OnDestroyed (inherited from the original unit)

http://faforever.uveso.de/forum/ImprovedFireBeetle-v4.zip

Statistics: Posted by Uveso — 26 Jan 2019, 20:15


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2019-01-26T14:50:52+02:00 2019-01-26T14:50:52+02:00 /viewtopic.php?t=17127&p=171378#p171378 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]>
One little thing remaining though. When a transporter picks them up, the remain cloaked. Any idea how that can be fixed?

Statistics: Posted by Evildrew — 26 Jan 2019, 14:50


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2019-01-26T05:01:20+02:00 2019-01-26T05:01:20+02:00 /viewtopic.php?t=17127&p=171372#p171372 <![CDATA[Re: 'Improved Fire Beetle' mod broken]]> - Moved merge-blueprint to propper location
- Fixed Weapon and Deadweapon
- Updated unit script file to FAF standard

http://faforever.uveso.de/forum/ImprovedFireBeetle-v3.zip

Statistics: Posted by Uveso — 26 Jan 2019, 05:01


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2019-01-23T01:18:41+02:00 2019-01-23T01:18:41+02:00 /viewtopic.php?t=17127&p=171309#p171309 <![CDATA['Improved Fire Beetle' mod broken]]> It seems to me the script is not in good order somehow but my coding is too limited to fix it...

Statistics: Posted by Evildrew — 23 Jan 2019, 01:18


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