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FuryoftheStars
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Posted: 06 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Hi, I was wondering if someone would be willing to create a mod for me? I still know nothing about mod creation to be able to do it myself....
I'd like to have a mod that allows shields to cause Strategic missiles to detonate when they impact with it (much like they do when they hit the ground, not when a SMD missile hits it).
I'm not sure what the mod needs to change from the original setup, but I'd like it to be able to work with other mods as well, if at all possible.
Thanks a million.
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BulletMagnet
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Posted: 06 Aug, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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unless there's already one out, or someone beats me to the punch; i'll try to make one when i get home tonight (5hr or so).
i'm pretty sure i know what needs to be changed, and said change should be pretty simple.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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meredith
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Posted: 06 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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sounds cool and I would try but bullet said he would do it, but as far as using it it would not do you much good unless you had like 20 shields in the same spot it would not do much good.
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Lt_hawkeye
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Posted: 07 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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easy thing to do, hook 4 projectiles and change 1 line and your set.
_________________ {◕ ◡ ◕}
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FuryoftheStars
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Posted: 07 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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meredith wrote: sounds cool and I would try but bullet said he would do it, but as far as using it it would not do you much good unless you had like 20 shields in the same spot it would not do much good.
True, unless you have Siege Shield mod 
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FuryoftheStars
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Posted: 07 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Thanks BulletMagnet. I'm looking forward to getting it.
Edit: Bah... I supposed I could've just put that in my other post.... oops.
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FuryoftheStars
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Posted: 12 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Ok, I've gotten a PM from BulletMagnet saying that he is unable to work on the mod at this time due to other projects he's been hit with.... Any one else want to give this a try?
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FuryoftheStars
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Posted: 25 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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*loving bump*
Seems no one has been paying this thread any attention....
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meredith
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Posted: 25 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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yes I am trying to get that to work. I will post it here if I can figure it out
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FuryoftheStars
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Posted: 25 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Sweet! Thanks so much. I've seriously got to find the time to learn LUA....
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meredith
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Posted: 25 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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ok here it is
http://supremecommander.filefront.com/f ... lide;93400
I just whiped it up after a search I figured out how to do it you can feel free to use it how ever you want. and it should work with any shield mod thou I have not tested it.
-Mer
edit: umm one problem is that if you fire your nuke when you your self are inside a shield no matter if it is your or whos it is the nuke will detonate
and I dont think that I can fix it lol that is probably why they made it that way in the first place.
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brute51
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Posted: 26 Aug, 2008
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Joined: 08 May, 2008 Posts: 821
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Maybe "self:SetCollision(false)" and later "self:SetCollision(true)" can help cure that problem?
Last edited by brute51 on 26 Aug, 2008, edited 1 time in total.
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FuryoftheStars
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Posted: 26 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Great, thank you very much Meredith. I won't have the chance to use/test it until later tonight. Although yeah... I'm willing to bet the AI is gonna have a small problem with the Nuke colliding with their own shields... oops. 
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DeadMG
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Posted: 26 Aug, 2008
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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If friendly collisions is set to negative, it should pass through your own shields np. You could just look at the code from SupCom for this.
_________________ I'm watchin you!
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meredith
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Posted: 26 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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ok I fixed it yaya I just had to cange it to this
Code: # allow strategic nuke missile to penetrate shields if EntityCategoryContains( categories.STRATEGIC, other ) and EntityCategoryContains( categories.MISSILE, other ) and other:GetArmy() == -1 then return true
and now it works yaya
here is a link
http://supremecommander.filefront.com/f ... lide;93442
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FuryoftheStars
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Posted: 26 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Excellent. Thanks a lot. It was kind of one sided before with the AI nuking itself on a regular basis... 
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