Thread: New mod17 Nov 2015, 14:24 PM
Could you PM me your mod, via DropBox or similar? |
That is going to be tricky. I think the reinforcement_action allows for building spawns, so check that out. Otherwise, you might have to use SCAR. |
Thread: New mod17 Nov 2015, 03:31 AM
Delete the .tga under info and see if that helps. |
I am not sure I understand the issue. Are you talking about the folder the textures are in?
As long as you put them in their own "armies" folder, there should be no conflicts. |
So, you want to have more than one squad be produced at a time, and prefer not to use call-in abilities? |
Thread: New mod16 Nov 2015, 22:09 PM
Table of Contents. You likely added a preview image or something, right? If not, could you take a screenshot of everything in your mod expanded in Mod Builder? |
Thread: New mod16 Nov 2015, 20:29 PM
Read the next line. |
Take a look at the 251, which does not use slot items. It uses a modifier to disable the weapon. Do that, and make sure you do not have a dummy weapon. You can just use the same modifier to disable it in action apply ext. |
3.1. You should be using apply_crew_action, as that acts as a toggle.
3.2. Rather than changing weapon, you should be adding a slot item. Alternatively, you could enable/disable the weapon with modifiers (you would need to have it disabled in action_apply_ext so that it starts that way). Relic actually does this for the 251, so take a look in there.
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Can you give us more details? I am not really sure what you are trying to accomplish. |