Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
I plan to make a video showing this.
Currently you have no visual markers on enemy units bleeding out. Only the player does.
Should the enemy have bleeding out markers? Perhaps a small one, not to easy to spot?
Got this working, plus you may now notice the enemy medics may pick up your fallen, bleeding units and carry them a short distance before putting them down and healing them. Effectively reviving them as enemy units.
Part of the battle of modding is keeping up with game updates. I edit quite a few background files to get a lot of my unique game play elements.
To be compatible with other mods, problems will arise when the same files are edited in both mods.
However, I do see potential compatibility with mods that add mapping elements. I know there are some nice maps that use mods that add map assets.
I would love to add community made maps to this mod. Of course credit would be given.
Some of these may use other mods, I would have to investigate any conflicts.
What sort of Mods did you have in mind?
You got me thinking. Unfortunately, I'm limited to 1000 characters in this reply format. So I created a discussion on this mod page where I've shared my thoughts in response to your suggestion of infantry only.
So, your really testing my knowledge. I had to look at my files and rediscover how I did it.
Let's look at the "repair_auto" found in my mod, in ....
...\opposing_force\resource\interface\scene\minimap
You'll see the "repair_auto" .EBM file and the TGA file . The TGA file is the image I made in photo shop.
Then if you look at the "minimap.set" file. You will see....
{view "repair_auto"
("scale" s(0.5))
{tags "repairing"}
}
Basically this reference calls the image to appear on the map where ever there is an object tagged ""repairing".
So, I would assume, in your example "to show the radio operator’s artillery strike on the minimap".
If you could place a tagged object at the point of the strike. You could reference that objects tag name and call a dynamic icon to appear in the "minimap.set" file.
when you say "added new actions to the minimap"? Do you mean the special options table down in the right bottom corner of the UI ?
You’ve added new actions to the minimap, like "repair_auto", and that’s really cool!
Could you please tell me what other actions can be added to the minimap, or which folder I should check to see the full list of available ones?
I’d really appreciate your advice!
I'm not sure about such mods, as I haven't used them.
But I have all the DLCs. And have used units from each indiscriminately.
So, I guess you could try it, if you find units are missing.
It's not a modern mod. It's a battle mode mod. I just added the first three short videos to give potential subscribers a taste of what to expect.
Your welcome, and happy to hear you think its great.
Any vanilla maps come to mind that you think this format would work on?
I look forward to hearing your thoughts on this one.
Thank you for sharing!
This one is more like what I originally envisaged when I made battle rounds. It also allows you to have a bit of creative freedom in how you play, which you've expressed with your capturing enemy method.
I like that you can play it your way. I was trying to make it open to different play styles.
Thanks Mate.
I tested it and it appears to be working. I've uploaded it with that change.
Thank you for pointing that out. Much appreciated.
Check log/game.log
> file "_reg_human_movement.inc"
195: {sequence "stand_idle_empty_1" {file "idle\empty\anim_idle_01.anm"} {speed 0.8}{smooth 0.2}«}
196: {sequence "stand_idle_empty_2" {file "idle\empty\anim_idle_02.anm"} {speed 0.8}{smooth 0.2}}
197: {sequence "stand_idle_empty_3" {file "idle\empty\anim_idle_03.anm"} {speed 0.8}{smooth 0.2}}
198: {sequence "stand_idle_empty_4" {file "idle\empty\anim_idle_01.anm"} {speed 0.8}{smooth 0.2}}
199: {sequence "stand_idle_strap_1" {file "idle\empty\idle_empty_01.anm"} {speed 0.5}{smooth 0.2}}
I replaced these lines in your file with those from GOH and it runs OK.
Not sure why your lines don't work, maybe extraneous characters ?
196: {sequence "stand_idle_empty_2" {file "idle\empty\anim_idle_02.anm"} {speed 0.8}{smooth 0.2}}
197: {sequence "stand_idle_empty_3" {file "idle\empty\anim_idle_03.anm"} {speed 0.8}{smooth 0.2}}
198: {sequence "stand_idle_empty_4" {file "idle\empty\anim_idle_01.anm"} {speed 0.8}{smooth 0.2}}
199: {sequence "stand_idle_strap_1" {file "idle\empty\idle_empty_01.anm"} {speed 0.5}{smooth 0.2}}
------------------------------------------------------------------
>>>>>>>>> gui:pm:show
>>>>>>>> gui:pm:activate(page_launcher_singleplayer)
>>>>>>> world: load mission "/map/single/opposing_force/1v1_balzerweg/0.mi"
>>>>>> file "/map/single/opposing_force/1v1_balzerweg/0.mi"
>>>>> entity:raw
>>>> file "/entity/humanskin/human/human.def"
>>> file "human.mdl"
>> file "/properties/animation/human/human_anm.ext"
> file "_reg_human_movement.inc"