Aye, it is tailored to the weapon itself. Changing it would require changing the attributes of one of the model files (I forgot which one, but I think its the RGO). |
In Data.sga:
scar\prototype\specialaefunctions.scar
Thanks a bunch mate! Any Idea if this is modifiable in a tuning pack, or is scar still only in win conditions? |
You might have noticed, like me, that some abilities use scar scripts to function. Other uses include spawning objects during/on building construction, giving squads automatic orders, etc.
What I want to know is where these scripts are located. Almost all of them have the prefix (AE), and I have not found anything relating to this in the data or attrib archive. Anyone savvy on the topic care to shed some light on this? |
Aye, I would like to see more RTS games have better unit behaviour and such. CoH was and still is called the best strategy game of all time because of its innovation. A cinematic level of animations, cover system, semi-realistic armor, squad-ai, etc. The fact that the battles can look like a movie with just a little bit of camera-work is bloody fantastic. Most of that is still in CoH2, but some important things have been nerfed (less animations and near no squad-ai). It's still a respectable experience, however.
So many RTS games dont have these things that would enhance the experience. Even the Wargame series, which you would think would at least have something like proper cover, is sorely lacking. The only cover it has are forests and buildings, and buildings seem to be the only one that properly reduces damage. It makes sense, buildings are pretty simple to do. Bloody starcraft has the bunkers and such. In- fact, the Infantry element of wargame is just balls. They look horrible and behave like light tanks without any good weapons.
If we do get a Halo-Wars 3, I sincerely hope that its not just another traditional RTS, and has more innovative elements than its predecessors. I know Developers and Publishers alike might find this a scary prospect, possibly alienating the "casual" crowd, but I don't think that's the case. Casual gamers are people who can learn, anybody who plays the game can get used to it and better at it. I was bloody sh*** at Wargame, got me arse kicked wherever I went. Now I only get it kicked half the time, and it just so happens I learn something from every kicking.
Really, learning new things about the game is the enjoyable part of it. You play the game to learn it, and if there's nothing to learn, you get bored and stop playing it.
Oooo this turned into a rant, very sorry about that. |
If you're still having trouble, one way you can do that is by setting the utility of the squad you dont want the AI to build extremely low. This makes the AI avoid building the squad unless its the only squad it can build. |
10/14/2017 Updated guide with better example
11/14/2017 Updated guide with more DT info
11/27/2017 Figured out the purpose of always_move, changed info accordingly.
1/15/2018 Updated entries for MIN_ELEM_RANGE and MIN_ELEM_RANGE_COVER.
11/21/2018 Updated guide, polished the spelling and changed a few minor things. |
Aye, im with Franshish on this. You could disable the original weapon/gun, and then use a delay timer to simulate the reload. |
Aye, I tried that and it has no effect. This is meant to be done on the unit that you don't want to shoot, not the unit you don't want to be shot. Since its a critical, all actions have to be applied to the unit with the critical, not units firing at the unit with the critical. Maybe there's some way to do it with Scar, but im not sure. |
Bloody great wall of text you cooked up there. Welcome to the community mate, make yourself at home! Plenty of nice people on here (including me-self) that would be happy to play with you.
As for some of your questions, aye there was alot of controversy with coh2 at launch, mainly because of bugs and the Russians not being happy with how the Soviets were portrayed in-game. |
As the title states, I need a bit of help with making enemy units on auto-fire not/not want to target a unit with a certain critical. I've tried this with modifiers, but the only modifier I can find is target_priority_squad (I tried applying it to a single entity, im not sure its worked, looks like it hasn't). I haven't found anything else that could possibly do this. Any modding pro's willing to lend a hand? |