Hello.

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18 Apr 2015 13:09 #72204 von Locutus
Locutus antwortete auf Hello.
I don't think there is a simple solution.
You could try to create a new dashboard model but this is a pretty complicated task. I don't think you can change the zoom of the minimap.

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18 Apr 2015 13:21 #72205 von Imperial
Imperial antwortete auf Hello.

Both of those are so....very, very, simple. I feel a tad bit stupid.

Noone knows everything, and you arnt the develloper of the game so there are lots of things you couldnt know.

All right, is there any way to make the minimap larger than? If not larger, maybe zoomed out more by default(So more of the planets would appear in it)?

You search for the <Camera_Distance> tag in your GC file.
You can also play with <Camera_Shift_X> or <Camera_Shift_Y>

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18 Apr 2015 19:06 #72210 von Tecness
Tecness antwortete auf Hello.
Also, the <Projectile_Appearance_Delay_Frames> works, and doesn't. It works exactly how it's supposed to. Whenever the unit tries to fire, there's a delay. However, that's not how I wanted it to work xD
I wanted it to only have a delay on the first targetting of units. But I think that may be a bit too advanced for the game itself.

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20 Apr 2015 05:29 #72250 von Tecness
Tecness antwortete auf Hello.
Double Post! Woohoo.
The SWAP_WEAPON ability, I'm trying to get super battledroids to be able to swap between blasters and rockets. So far, the rockets are fired in a "lob(Like, lobbing a grenade)" and fire at the same rate as the the blasters (FAST). How do I change the rate of fire while swapped?
<Unit_Ability>
<Type>SWAP_WEAPONS</Type>
<Alternate_Icon_Name>i_sa_swap_weapons.tga</Alternate_Icon_Name>
<Alternate_Name_Text>TEXT_TOOLTIP_BATTLEDROID_ROCKET_SWAP</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_BATTLEDROID_ROCKET_SWAP_DESCRIPTION</Alternate_Description_Text>
<Targeting_Max_Attack_Distance>200</Targeting_Max_Attack_Distance>
<Projectile_Fire_Recharge_Seconds>0.4</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Appearance_Delay_Frames> 6 </Projectile_Appearance_Delay_Frames>
</Unit_Ability>
I already have that.

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20 Apr 2015 09:59 #72252 von Locutus
Locutus antwortete auf Hello.
The projectile tags don't belong inside the ability code.
Instead, create two different projectiles and add them to the unit code like this:
<Projectile_Types>Proj_1, Proj_2</Projectile_Types>

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20 Apr 2015 11:28 - 20 Apr 2015 15:57 #72256 von Tecness
Tecness antwortete auf Hello.
I did that, that's why when it switches, it shoots rockets. But it shoots the rockets at the same speed as the blasters, which is a very big problem.

I dun fixed it!
I created two new projectiles for this unit specifically, and added in this code (below) inside the projectile itself.
<Projectile_Fire_Recharge_Seconds></Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count></Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds></Projectile_Fire_Pulse_Delay_Seconds>
Letzte Änderung: 20 Apr 2015 15:57 von Tecness.

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27 Apr 2015 09:05 #72377 von Tecness
Tecness antwortete auf Hello.
Okay, trying to make a "Trade Frigate" for each of the factions. What this frigate does is, while in orbit, it lowers prices by 10%. However, I want it so it doesn't stack with other trade frigates & to have a limited number of them out at one time.
<Build_Limit_Current_Per_Player>3</Build_Limit_Current_Per_Player>
Would that mean there is only 3 allowed at once, maximum?
How would I go about making it so the ability doesn't stack with itself, or does it not stack automatically?

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27 Apr 2015 14:14 #72378 von Imperial
Imperial antwortete auf Hello.

Would that mean there is only 3 allowed at once, maximum?

Yep. <Build_Limit_Current_Per_Player> means if you have 3 you cant build more until one or more of them was destroyed.

Its abit difficult to get the bonus ability not stacking with itsef. The only way I could think of is using some story events, as soon a 2nd unit of this kind enters the same planet or spawns to the same GC - one of them can be replaced by a dummy unit with same values but without that bouns effect. ( which means destroy one of them, lock building of this unit so the player cant build another one, and spawn the replacement dummy using Unique_Unit).
Then as soon it leves the planet re-replace it with the original one. Theoretically.

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28 Apr 2015 11:38 - 28 Apr 2015 11:56 #72379 von Tecness
Tecness antwortete auf Hello.
Right, I don't feel like getting into learning triggers and events, yet. So I'll just increase the rate, make a maximum of 1 alive at a time, and can only build 3 in total. Seems balanced right?

Question
What should I name this frigate?
screenshots.filesnetwork.com/70/files2/116518_1.jpg
Letzte Änderung: 28 Apr 2015 11:56 von Tecness.

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28 Apr 2015 12:49 #72380 von Imperial
Imperial antwortete auf Hello.
Oh so Build limit current per player and Buildlimit lifetime.


A streched Star Destroyer ?

Call it maybe Party Limo ^^

Or maybe something like

Longboard Destroyer
Super Sword SX
Star Destroyer - C Type
Nova Engine Frigate
Moon Buster

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