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报告翻译问题






I'm no Modder, but maybe it has to do with missile damage and the barricade HP maybe?
@APX Love the mod! But we need a fix to this dragging the wooden screen out when holding down right click mouse button. I'm not telling you what to do ofc, simply stating a problem with the mod.
for barricade its inside [model2.pack]
under -- rigidmodels/buildings/deployable_barricade
something like - "deployable_barricade_piece01_destruct01.meta" -
i'm not really understand how it work, but its logic and properties change if you use different .meta from another model. so i just experiment and hijack from another model.
yes, you have to extract the meta and put in the same with your model file,
it must use the same name as the model, like..
"deployable_barricade_piece01_destruct01[.meta]" <-- this is the .meta file
"deployable_barricade_piece01_destruct01[.rigid_model_v2]" <--- this is the model file
then,
"deployable_barricade_piece01_destruct02.meta"
logic will apply to..
"deployable_barricade_piece01_destruct02.rigid_model_v2"
destruct01 is the first form of the model, before it get transitioned to the next model which is,
destruct02.
to link both you'll also need .anim file, theyre all one in the same folder.
Before that, i just browse and experiment with every .meta file and renamed it from model pack.
i have no experience in coding or modding before, so i cant really explain much, i did it purely just by trial and mixing thing together, nothing in this mod is "custom" or self made code..
i dont know if we can create "new" deployable, i've tried created new custom deployable key, but it crashed.. thats why i hijacked the barricade key, there is also another unused line which is "barricade_2" if you open table editor using the kit, but its not used anymore in the game.
i think you can just use those 2 unused key, "barricade" which i'm using to insert this screen and "barricade_2" as for the logic and meta, i just borrow it from another model.
There is also baricade_2 line in deployables table which is not exist in the game, possibly can use that line to make new deployable item.
you can also adjust the logic of the deployable in
models_deployables_tables
like if you link it to stake_tech.xml, unit will just walk thru the gap and wont attack it. but they become hollow to projectile. at the moment i dont know how to create new logic so just experiment by mixing them together.
Right now I'm working on it but it takes some time. Besides, I was thinking if it is possible to replace the useless Sharp Stones for the Wooden Screen. This way, it follows all the game rules, a trick I often use when I have weird crashes. But yes, it's dirty modding
Don't think anyone likes these Sharp Stones, at least I never use them.
Have you tried extracting my mod and add everything to your mod and just merge them? including the model, text and ui.
the barricade key is actually existing one,
but they removed the old barricade from rome 2, i only added it back in
[effect_bonus_value_battlefield_deployables_junctions_tables]
and use the screen model to replace the old barricade.
I'll add/change the line to something easier to adjust if you still can't fix it.
Yea, arrow can still arc their fire with some angle, it only work best if the enemy missile troop have straight or low arc of fire like sling, scorpion bolt or javelin,
It's about the building_effects table. In the campaign buildings can give extra deployables to forces (I have a slave prison-building and those guys really like to work on deployables), an example for spikes: att_effect_force_army_battle_enable_defensive_deployables_spikes.
The games crashes when I try this effect for the screen, probably it doesn't exist. Maybe it's because you are using the light battery ram as some sort of work-around and I need a different effect. Is it possible to add this screen to the set of deployables for campaign battles?
which table to you use in your mod? if you have no conflicting tables, you can load your mod on top so it use your value.