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adamstrange
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Posted: 14 Feb, 2012
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Joined: 09 Dec, 2010 Posts: 194
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I was playing this evening and noticed that the Mobile Nuke Cannon will only attack with its small guns but the nuke cannon itself will not fire.
Will this be fixed in an update ?
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brandon007
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Posted: 14 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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adamstrange wrote: I was playing this evening and noticed that the Mobile Nuke Cannon will only attack with its small guns but the nuke cannon itself will not fire.
Will this be fixed in an update ? Mobile Nuke Cannon? Wtf are you talking about?
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brandon007
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Posted: 15 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Tweaked the Resource Center effects. They now fit their faction better. What do you think? 
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adamstrange
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Posted: 15 Feb, 2012
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Joined: 09 Dec, 2010 Posts: 194
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OOPS...sorry...wrong mod 
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brandon007
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Posted: 18 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Almost ready to release V1.2
Just need to texture the UEF ACU. If you would like to volunteer to texture it, Just PM me ^^
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phoenixoke
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Posted: 18 Feb, 2012
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Joined: 17 Feb, 2012 Posts: 2
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Just want to know, is this mod conflict with Black Ops ( any of them ) ? or Total Veterancy ? thanks
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brandon007
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Posted: 18 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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phoenixoke wrote: Just want to know, is this mod conflict with Black Ops ( any of them ) ? or Total Veterancy ? thanks No, I dont think there is a problem with them. Though, BO:Unleashed has Buildable T2/T3 factories, just like my mod. So if Unleashed and my mod are on, There are duplicate build entries for the factories.
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twigface
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Posted: 19 Feb, 2012
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Joined: 19 Feb, 2012 Posts: 6
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hey sera t3 battleship can be made in 26 seconds...and the nuke from the ship is crazy expensive. also some units dont leave wrecks like the sera t3 battle station tank
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brandon007
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Posted: 19 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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twigface wrote: hey sera t3 battleship can be made in 26 seconds...and the nuke from the ship is crazy expensive. also some units dont leave wrecks like the sera t3 battle station tank The wrecks arent my problem. But thanks for bringing the Battleship problem to my attention =p
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Lt_hawkeye
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Posted: 19 Feb, 2012
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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how is your Sera T3 Battle Station not leaving a wreck "not your problem"? obviously you never included wreckage code for the unit.
_________________ {◕ ◡ ◕}
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brandon007
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Posted: 19 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Lt_hawkeye wrote: how is your Sera T3 Battle Station not leaving a wreck "not your problem"? obviously you never included wreckage code for the unit. But there is wreckage code in there. So there shouldnt be a problem... So I have no idea why its not leaving a wreck. Only problem I saw, is that the 'seabed' wasnt set to true. So it wouldnt leave a wreck if it was in the water....
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twigface
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Posted: 19 Feb, 2012
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Joined: 19 Feb, 2012 Posts: 6
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you wer right there are wrecks my bad  however i noticed that in a group of t1 and t3 if you drag to select both t1 and t3 it will not select the battle station
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brandon007
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Posted: 19 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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twigface wrote: you wer right there are wrecks my bad  however i noticed that in a group of t1 and t3 if you drag to select both t1 and t3 it will not select the battle station I noticed that while I was just proofing the code. That will be fixed ^^
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brandon007
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Posted: 21 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Did a little altering to the Cybran ACU's head. Tell me what you think of it.  No, The Red eyes dont change with Team colours =p They stay red. (Thanks BlackOps for the Inspiration for the big red eye =p)
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brandon007
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Posted: 23 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Good News People, Got a Unit Database in the works. Got a WIP version up in the first post for now. Check it out!
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CHRONOS2160
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Posted: 23 Feb, 2012
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Joined: 20 Aug, 2011 Posts: 32
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brandon007 wrote: Good News People, Got a Unit Database in the works. Got a WIP version up in the first post for now. Check it out! great, thanks! 
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Lt_hawkeye
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Posted: 23 Feb, 2012
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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you need to make that..."eye" glow, as of right now it looks like the ACU is wearing some sort of red visor, which honestly doesn't look that great at all.
_________________ {◕ ◡ ◕}
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brandon007
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Posted: 23 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Lt_hawkeye wrote: you need to make that..."eye" glow, as of right now it looks like the ACU is wearing some sort of red visor, which honestly doesn't look that great at all. Making it glow is something Im still trying to figure out =p
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CanRaps
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Posted: 26 Feb, 2012
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Joined: 10 Apr, 2008 Posts: 299 Location: Turkey
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brandon i ve just downloaded BattlePackV2.zip (to be sure 2 times from mediafire)
put .scd to gamedata and other files to sounds
then i activated your mod only along with icon support mod but when i try to enter game, right after loading, the game throws error and asks me if i want to send report to GPG hq.
never had this kind of problem before what could be wrong ?
_________________ Sorian, Duncane, Domino made me play SupCom !
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d0m0a
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Posted: 26 Feb, 2012
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Joined: 08 Nov, 2011 Posts: 62
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I had this problem before. If you look in the first post of the threat, you will see where put the sound and voices exactly.
Until that I saw it, or more exactly, see the instalation info into the note inside the SCD file, I had that error many times
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CanRaps
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Posted: 26 Feb, 2012
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Joined: 10 Apr, 2008 Posts: 299 Location: Turkey
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Thanks domoa ive managed to play the mod thanks to you. Notes to Brandon: - Star Adder the uef Experimental's flamethrower is very nice but when i order it to attack an experimental it just doesnt get close to the enemy unit so it doesnt use its flamethrower, is that something intended ? - Timberwolf the Cybran Exp's description says it is upgradeable but got nothing to upgrade. - I didnt understand the purpose of Devastation the Cybran Exp Mobile fortress its nothing very good nothing very bad  just not that impressed considering your other units for ex: BlackHole Class - Regegade mk II should be Renegade i guess  - Anti air t3 tanks they all look good i just suspect that they could be made a bit bigger ?
_________________ Sorian, Duncane, Domino made me play SupCom !
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brandon007
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Posted: 26 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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CanRaps wrote: Thanks domoa ive managed to play the mod thanks to you. Notes to Brandon: - Star Adder the uef Experimental's flamethrower is very nice but when i order it to attack an experimental it just doesnt get close to the enemy unit so it doesnt use its flamethrower, is that something intended ? - Timberwolf the Cybran Exp's description says it is upgradeable but got nothing to upgrade. - I didnt understand the purpose of Devastation the Cybran Exp Mobile fortress its nothing very good nothing very bad  just not that impressed considering your other units for ex: BlackHole Class - Regegade mk II should be Renegade i guess  - Anti air t3 tanks they all look good i just suspect that they could be made a bit bigger ? ~Star Adder: The Games AI makes a Units longest weapon be the determining factor for when it stops, and starts shooting. If you wanna use the flamethrower, get in close =p Thats the way it should be. ~Timberwolf: Dont worry about that =p I excluded the Timberwolf and NovaCat from future versions of my mod. SInce they are too close to Burnies versions XD ~Devastation: Its meant to be a BattleShip on Land =p Keep it far away,and let it bombard enemy shields and other units =p ~Rengade MK II: There is already a T2 Gunship marked Renegade, so It stays MK II =p ~Anti-Air Tanks: Im keeping them that size because they are close to Average T3 size. Cant have them too big, or it will look wierd when they are in the factory. ~~~~~~~~~~~~~~~~~~~~~~ Also, Dont worry about the Icon stuff =p Im dumping Bogis for the much more Superior DMS.
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OrangeKnight
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Posted: 26 Feb, 2012
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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brandon007 wrote: ~Star Adder: The Games AI makes a Units longest weapon be the determining factor for when it stops, and starts shooting. If you wanna use the flamethrower, get in close =p Thats the way it should be. Wrong, the game uses the FIRST weapon listed in the BP as the Main weapon, and bases it's standard attack range based on that weapon. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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twigface
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Posted: 28 Feb, 2012
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Joined: 19 Feb, 2012 Posts: 6
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is there a way to get rid of the double building icons when blackops and your mod is enabled? since both use the global icon mod can it be updated to use both mods without having two of each factories?
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brandon007
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Posted: 28 Feb, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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twigface wrote: is there a way to get rid of the double building icons when blackops and your mod is enabled? since both use the global icon mod can it be updated to use both mods without having two of each factories? Not that I know of. And FYI, The New versions of the mod will use DMS... Which is Incompatible with BlackOps Icon Support. However, I will ask Domino on this matter, to see if I can disable units when certain mods are enabled.
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