Indeed - all you need is a bone with the name HeliPark01, everything with KindOf PRODUCED_AT_HELIPAD will then be build at that bone.
Indeed - all you need is a bone with the name HeliPark01, everything with KindOf PRODUCED_AT_HELIPAD will then be build at that bone.
Hm...
I think I got it, Ima try it out.
Anyway, do you actually have plans to put these units to your mod, even if they are hard to get gameplay wise?
Last edited by Commander32; 07-21-2012 at 02:35 PM.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
Not sure about it - they dont fit in storywise and scrin are less interesting if everyone has capital aircraft.
But currently, I am just adding stuff to TWA, from the forgotten faction to Cyborg Commandos. Not sure what I will keep and what I will remove again bevore the next release.
That reminds me, I might be able to get the impact explosion effect from the TT Kodiak guns.
(and Bibber just told me that the current version of his Asset Extractor now should get the TT bone names right, so renaming was kinda pointless :P)
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
NVM, its bib's asset extractor, I just found it.... :P
There is one other issue though.
It seems these large aircraft tend to clump together, ignoring the collision detection. :/
(it has all the geometry stuff down properly, and I noticed the Scrin Large Aircraft have this issue as well, like the PAC for example)
Is there a way to fix this? Or is it undoable?
Last edited by Commander32; 07-22-2012 at 10:58 AM.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
As far as I know, its unfixable - even if you remove the NO_COLLIDE KindOf, the problem continues.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
Kitsune86 just pointed out that the recoil for the right turret was not working - looks like I forgot to change a BoneName:
<WeaponRecoilBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="B_TurretDRecoil" />
needs to be
<WeaponRecoilBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_TurretDWeapon" />
to make it work.
I also updated the download and changed most of the bone names in the _SKL file to their TT names, with the exeption of the bones for weapon, turrets & engine - I think the names I gave them are easier to work with.
If you use the updated _SKL with old xml files (because you allready customized your Kodiak), please also check the DAMAGED/REALLYDAMAGED states as some bones there might have new names now (FXDamage03 is now CS_2ndturbine).
Last edited by Stygs; 08-11-2012 at 01:13 PM.