No, it's not possible. |
The only part of the texture that gets built into the game is the DIFFUSE
That's not true. You can have specular, gloss, and alpha files as well. You just need to change the burn settings to allow for them.
https://www.coh2.org/topic/38334/question-for-skinners/post/379558 |
It's not possible. |
Unfortunately, there is no official documentation. Relic just sort of put the source files out there and left it at that. At best, there might be some skinners who would be able to share their knowledge and experience with you. At worst, you'll just have to figure it out on your own. |
Exactly, it falls into the "NOT a building" logic. |
When you use the ability, simply hovering would not fire any actions. |
requirement_actions are actions that fire only when their requirements are met.
target_special_validation is what can actually be targeted by the ability.
You'll need both.
Honestly, the logic already should work for tank traps, without modification, since they are buildings. I would try simply adding tank_traps to the target_special_validation, just before the has_all_in_list. |
Just remembered that you'll also have to add tank_traps to target_special_validation. That is also where you'll find the bridge. |
Okay, let's walk through the logic:
requirement_action #1: cannot be injured
- requirement_action #2: cannot be moving
-- (delayed) requirement_action #3: cannot be moving
-- (delayed) requirement_action #4: target cannot be building (means it will only set blowtorch on when target is anything other than a building)
-- (delayed) requirement_action #5: target must be building and cannot be vehicle_building (means it will only set sandbags on when target is a building and not a vehicle_building)
-- (delayed) requirement_action #6: target must be both a building and a vehicle_building (means it will only set blowtorch on when target is both a building and a vehicle_building)
You would probably have to add the unit_type tank_traps in there for specificity. The thing about requirements is that they are very specific. As you can see in the logic above, the blowtorch only fires if the target is NOT a building OR is a building AND vehicle_building. There are no in-betweens, which is why it does not fire if the target is a building AND tank_traps. The logic would have to be OR, so maybe NOT a building OR a building AND tank_traps.
Something like this:
required_any_in_list (OR)
- required_not (NOT)
-- required_unit_type: building
- required_all_in_list (AND)
-- required_unit_type: building
-- required_unit_type: tank_traps
in the first blowtorch requirement, which reads as target is NOT a building OR (is both a building AND tank_traps)
or:
required_all_in_list (AND)
- required_unit_type: building
- required_any_in_list (OR)
-- required_unit_type: vehicle_building
-- required_unit_type: tank_traps
in the second blowtorch requirement, which reads as target is a building AND (either a vehicle_building OR tank_traps). |
Which ability are you looking at? |