Hello All,
I noticed that I am not getting credit towards the Steam Achievements "Annihilator" or "Annihilation over Attrition". I am using my own Win Condition mod which is using the standard checks for the Annihilation condition. I am making progress towards the War Games I, II, III and IV achievements as well as others.
Is there something I need to add to the Win Condition file to actually "set" the game mode to Annihilation? In the in-game Options menu you can select Annihilation as the game mode, I of course am choosing my Win Condition, so I am wondering if I need to somehow set a value with my Win Condition file that signals to Steam that it was in fact an Annihilation game.
I noticed this section of code in a Relic Post about creating Win Condition files. Its not clear to me if this section of code would actually tell Steam it is an Annihilation game. If so, what is the difference between fe_option_name and fe_name; doesn't seem like it matters? But more importantly I wouldn't know what value to put in for value = <value>.
-- The name of the win condition's option as displayed in the game.
fe_option_name = "<name>"
-- List of options that appear in the dropdown.
options =
{
{
-- If true, this is the default option.
default = true,
-- The name of the option as displayed in the game.
fe_name = "<name>",
-- The value of the option (returned by Setup_GetWinConditionOption()).
value = <value>,
},
} |
Awesome! Thanks for taking the time to write this up. Very interesting, very helpful. Thanks again. |
Hey Olhausen,
Thanks for the response. It is certainly beyond me as well. Hoping Eli will chime in with a definitive answer.
Pops |
I hope the answer isn't that I would have to use the .mua or .sua files of the paratrooper and would therefore lose the Ranger skin. I want to retain the Ranger skin. |
Hello All,
I made an Airborne Ranger (I know, how cliche), and I can call them in, the plane flies over, the guys jump out, the parachute deploys and they stick a perfect landing that Olga Korbut would be proud of.
My question is, how do I get the Rangers to animate like the paratroopers as they are dropping and do a proper PLF (parachute landing fall). The parachutes sway back and forth and once on the ground they act like they are still attached to paratroopers lying on the ground. So the parachute has all the correct animations but the Rangers act like manikins.
Thanks in advance,
Pops. |
Ok, that fixed it. To recap:
1. Added tank_traps to has_unit_type in target_special_validation
2. In action_list ... delayed_actions > requirement_action:
2a. copied the requirement_action that activates blowtorch_state if unit_type is building AND
unit_type is vehicle_building and pasted it in as a new requirement_action,
then changed the vehicle_building unit_type to tank_traps
so essentially it is "building" and it is "tank_traps".
2b. added a required_not requirement to the requirement_action that activates build_shovel_sandbag_state
if the unit_type is building AND the unit_type is NOT vehicle_building.
The new required_not requirement states that the unit_type is NOT tank_traps.
So essentially if it IS a building AND NOT a vehicle_building AND NOT tank_traps then use shovel and
sandbags.
Clear as mud? Thanks again Eli,
Pops
|
I just added NOT tank traps to the is building, not vehicle_building requirement. Will see if that works. But honestly they can really do more than one animation at a time? I thought they would just use the first one whoes requirements were met. |
oh lord... I put in a requirement for them to use torch if unit_type was building and if unit_type was tank_traps. I built three tank traps, had the howitzer beat them up a bit, sent the Rear Echelons over to repair, they took out their torches and I was happy. then they started digging with the lit torches and stacking sandbags with the lit torches as well. Where do I go from here? |
added tank_taps to target_special_validation where you suggested, didn't work. still using sand bags. going to try the building AND tank_traps option now
|
Awesome! Thanks. I should be able to get the tank traps sorted now. |