Originally posted over at the official forums. As usual though, nobody seems to really pay attention beyond the popular balance related topics over there. So hopefully somebody here knows:
Guys, kind of a legal question here.
I personally love high quality, historical relevant maps for custom matches - the more, the better. Now the game itself actually holds a ton of these that are either part of the campaign or the theatre of war extensions. Some have been ported to the MP by Relic, many more eventually found their way into the Steam Workshop, but mostly these are poorly ported and presented (names, texts, minimaps, previews, atmosphere settings etc).
So for personal usage, I extracted about a dozen of them, cleaned them up (campaign stuff+scar) and made them MP compatible. In part I had to completely overhaul them of course. And now they work great, they look great, they feel historical. So I wondered: Would there be an issue with sharing these on the Steam workshop since, especially with the ToW maps, Relic is charging money to access these in the game, or rather, access the mission scenarios on these maps?
So, I'd really like to share these MP-ports, but would this be prohibited?
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Cheers mate ;D |
Thanks a lot, man. As pointed out, the upgrade option should do the trick as well. However, one more question: How can I reference a custom upgrade from a tuning pack in the function. I have no problems getting a vanilla upgrade running like this, but once I type in the name of my upgrade (lets call it "my_upgrade"), I get a fatal.
So this is the code I added to the OnInit() of the .scar of a custom wincondition:
for i = 1, World_GetPlayerCount() do local player = World_GetPlayerAt(i) Player_CompleteUpgrade(player, BP_GetUpgradeBlueprint("my_upgrade")) end
I guess I have to insert the ModID along with the upgrade name. I'm not exactly sure how though. |
Hey community,
I know that one can block or lock the production of certain units via SCAR in a custom map's _ID.scar file or in a game-mode script.
Now my question is: Is it possible to allow/enable the construction of certain units this way, too? For example adding a Tiger to the WH T4 building - via game-mode script?
As alternative, in case combined with a tuning pack, would it be possible to add a certain upgrade to all players+AI (that is an requirement for the production of the unit) on beginning of the round via SCAR? |
Yes, I am aware of how this all works, but thank you for the detailed description anyway, it might help less experienced mod tool users.
This is of course an option I had in mind, but wanted to avoid, as you said it is a workaround and I was hoping for a more elegant option. Guess theres no way around then.
Anything on my first question that comes to mind? The infantry ducking away? |
Alright, in detail:
1. The max speed of the vehicle is set in the moving_ext of the vehicle entity, let's say the value is 5,7.
2. I toggle an ability that will let the vehicle slow down - however I want it to slow down exactly to a max_speed of 3. A _modifier triggered by the ability will only allow me to modify the existing max_speed - not replace it with a fixed value.
I can therefore only multiply the original max_speed by, in this case 0,526 - to get very close to a speed of 3. However, once veterancy speed modifiers for example kick in too, I will no longer be able to achieve a max speed of 3 with the same multiplier.
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Very well, I see I should have made my question a little more clear.
Of course I know where to SET the original maximum speed of a vehicle in the ebps section. However I am only talking about how to MODIFY it, i.e. take the base value (defined in the ebps' moving_ext) and change it (activated by an ability, upgrade, aura, etc) by addition, multiplication, subtraction or, what I am looking for, replacement by a certain value (which seemingly can't be done with the speed_max modifier). This is not exactly a key feature, just something that comes up during development as a result of more or less spontaneous ideas.
And rest assured, whenever I post a question here, I have already spent some time once-overing the tools. |
Hey community,
two quick questions.
1. When a (friendly, in this case) tank is about to "bump" into an infantryman, the guy will run away from it, breaking the formation of the unit. How is this behaviour controlled? Is it hardcoded? Could it be turned off temporarily, like, with a modifier? I tried reaction_enable modifier, but with no success so far.
2. The maximum speed of a vehicle can afaik only be modified by a modifier which allows to add a certain value or multiply the speed. But is there a way to set the speed to a certain value without the multiplication of the original one?
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Sounds promising, interesting approach. In the filter action on end_self_actions of the toggle ability, which function would you use to despawn the fake entity though? |
Hey folks,
I was wondering, would it be possible to deactivate an activated extension, in my case a repair_station_ext spawning 3 medics?
The extension is being activated via a toggle ability, however the medics won't be despawned, or rather, the whole extension won't be deactivated after the ability is toggled off. I tried to disable it via the end_self_actions in the abilities action_list, but appearantly there are no functions to properly deactivate an extension.
So, does anybody know, is there maybe a way? |