Warhammer 40k mod -1 reply

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LX5150

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16th August 2003

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#571 17 years ago

o rite




LX5150

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#572 16 years ago

LO?,hows dis mod gettin on?




tornado2099

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25th March 2003

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#573 16 years ago
LX5150LO?,hows dis mod gettin on?

its doing fine :)

oh btw i hav almost got units coming down in droppods sorted, just gotta get a deez guy called phoib to help with the ocl for it.




LX5150

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#574 16 years ago

ocl?




tornado2099

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25th March 2003

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#575 16 years ago
LX5150ocl?

dw its quite complicated and i really cba to xplain it




LX5150

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#576 16 years ago

ok den




ambershee

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22nd March 2003

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#577 16 years ago

Drop pods aren't difficult at all my friend! No need to even deal with any complexities. Just copy the parachute code and replace the model with a nice large DP that will cover the contents :)! There are numerous other options too however - which technique are you attempting to use?




tornado2099

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#578 16 years ago
ambersheeDrop pods aren't difficult at all my friend! No need to even deal with any complexities. Just copy the parachute code and replace the model with a nice large DP that will cover the contents :)! There are numerous other options too however - which technique are you attempting to use?

were attempting to change the artillery strike code, so changing the shell number down to 1, taking off the damage and replacing the model with a drop pod. then we will get it so when it hits the ground, it uses the same ocl as when rangers spawn out of a building when it dies to form a drop pod.




ambershee

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22nd March 2003

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#579 16 years ago

That could work, although I've never seen it do so. I can't see any problems with the ideas at least, there are no fundamental flaws, it should just take a little playing with the OCL to get it all nice and right. Of course with the AS code there are different levels of 'damage'. In this instance I'm assuming we're simply changing the numbers of shells to 2 and 3 for successive strikes?

Actually, another concept that I've never got round to trying out is the idea of paying cash to use the Generals abilities after you've got the science. That way there's no time limiting, meaning the longer you play and don't pay, the meaner the strike you can generate :)! I intend to get that working on my own 'Epic Generals' project, so if I do, I'll give you all a shout and tell you how I did it ;)!




zenroman

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20th December 2003

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#580 16 years ago

I've been playing 40k since it's start and would love to help on any creation projects.. I can review and check the details or offer ideas. I don't have any mod experience but would love to learn more. I have almost every race in the game, painted. I make my own maps and campains with complete storyboards to go along. Let me know how i can start helping... peace out...