CheatCommands Mod II Beta
Posts: 1838 | Subs: 17
Also when you disable the UI you can still see the rings around units and the grey dots for move orders. Anyway to remove that?
Posts: 4559 | Subs: 2
Posts: 3421 | Subs: 11
Hey Janne I have just been testing this mod and I think I have found a problem with killing and deleting units. Not only does it do that but it also destroys all objects and terrain in the area.
Also when you disable the UI you can still see the rings around units and the grey dots for move orders. Anyway to remove that?
Kill everything is meant to do that. It's a clean-up tool. Use Selection->Kill/Delete to have more control.
I'll see if I can disable selection UI.
@Marco thanks, I'll check that.
Posts: 1194 | Subs: 29
Posts: 3421 | Subs: 11
Hey Janne I like the suppression monitor but I would also like to see the current total % suppression rather than just the rate of change. Would it be possible to add a suppression table, similar to the health table, that shows the squads current % suppression?
I wonder if the current (total) suppression value (when changed) should be displayed instead of the change? The rate of change can be determined from this value as well. It's a percentage value so it might be more relevant to display that. With health it can get difficult to work out the difference, thus the increment/decrement messages.
It could also be an on/off mode for the monitor (which value to display): Relative change/absolute value (or something like that).
Posts: 1194 | Subs: 29
Posts: 3421 | Subs: 11
Posts: 85
Posts: 3421 | Subs: 11
i dont't know why i cannot disable FOW function in your mod. Am i the only one who have this problem?
I think I broke all the check buttons. 0.9-rc1 should fix that issue. Can you confirm it?
Posts: 85
Posts: 1194 | Subs: 29
Posts: 3421 | Subs: 11
Hey Janne in this menu http://i.imgur.com/4l6239h.jpg I think it should say weapons disabled rather than enabled, or have the check box work the other way.
Good catch. This action probably should be available for a mixed group of squads as well. Right now it's one squad at a time.
Posts: 794
Posts: 3421 | Subs: 11
Estimated release date?
When it's finished. Things have slowed down quite a bit, I'm working full time during the summer.
Posts: 794
You need those %0.01 increased accuracy bulletins applied to yourself when answering questions
When it's finished.
Anyways good luck
Posts: 3421 | Subs: 11
http://steamcommunity.com/sharedfiles/filedetails/?id=692412438
Posts: 245
My work as modder is really more easy with your wonderful tool
Posts: 794
Edit: Yes, it has to do with the file names
Posts: 3421 | Subs: 11
Spawning modded squads does not work if they are renamed. You have to build them from their respective tiers. Any ideas?
Edit: Yes, it has to do with the file names
I have planned to add support for a locally configured spawn table, which a mod developer could populate with their blueprints.
I could also Look Into if I can scan for unit blueprints. That Will lead to missing icon though. And a lot of sp/tow/test units.
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