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-=DoW40k2:WOA=- (ret) - Tau updates #1459

  1. #151
    in total on that map theres 20 tacticals and 60 scouts total against 200-300 orks. its meant to be a war, not a skirmish going on around the planet.
    But most of the encounters i've seen have been nearly even in each skirmish. Maybe on the entire map there's 1000 orks, but you don't fight them all at once. So when you do fight, it's just big blobs of SM's and xenos that are nearly evenly matched. It just looks clustered to me, and doesn't capture the 'feel' of the SM's in my opinion. Just my 2 cents.

  2. #152
    Certifiably insane Kresjah's Avatar
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    I understand that this is probably far from finished, but I can only comment on what I see really. I have to say that I actually share the opinion that Steel*Faith puts forth.

    Whilst I do think the game would feel better with higher amounts of units and understand that it is meant to have a "warlike" feel rather than the look a skirmish, the current level just makes it feel like trying to cram a full-blown anvil into a cracker box. The time it takes to kill someone (on both sides) looks quite high too. It simply feels like it lacks a bit of the "tactical feel".

    That said, I'm still looking forward to see what comes out of this. I like how you intend to change and extend various areas of the story. It's actually a bit inspiring... almost makes me want to try doing something like that myself.

    In fact, looking at the video for the first mission, it did jog my idea sensors a bit. As you arrive on Thule's position with your reinforcements, he yells out "push forward Initiates!". With the current amount of units, it might be a bit hard to make it look realistic, but it would have been nice to see some of the "allied" Scouts being scripted to attempt to outflank some of the assailing Orks. Just a little something that popped into my head.

    I do have a question though. It looks like you have plans for a Sisters (or WH) faction... is this for a future MP version, or do you intend to implement them in the SP campaign somehow (allies, enemies, etc.)?
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  3. #153
    Senior Member horusheretic's Avatar
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    Maybe on the entire map there's 1000 orks, but you don't fight them all at once.
    theres good reason for that. unless you like to play a really laggy campaign fighting a whole map at once like i had set on annihilation missions .

    while i might be able to play it it on ultra with a high spec comp (3.1 ghz cpu geforce 9800 4 gig ram etc) i need to keep somewhat in mind the people with more lower spec computers.

    thankfully my system allows me to reduce how good my pc is so i can test it out on a low spec computer

    theres also the performance test that has been tweaked for the mod so it will get the right settings to play it smooth enough.
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  4. Gamers Lounge Senior Member Modding Senior Member  #154
    Green Grow the Rushes Ira Aduro's Avatar
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    Guys, keep the discussion to this mod, not fluff please. Thank you.

  5. #155
    Senior Member horusheretic's Avatar
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    Indeed.

    any way, on assassinate and defend missions, enemy squads can call for back up and patrol now a few little kinks still but working on that
    I do have a question though. It looks like you have plans for a Sisters (or WH) faction... is this for a future MP version, or do you intend to implement them in the SP campaign somehow (allies, enemies, etc.)?
    i have plans for lots of units in the campaign but whether we inspire anyone to get an exporter made and the tools to come out is another thing all together :/

  6. #156
    "enemy squads can call for back up and patrol now"

    That is awesome, great idea!

  7. #157
    Member Fulcaris's Avatar
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    i love the idea of patrolling it makes so much more sense than everything just waiting for you. in vanilla its kinda like the nids playing a game of poker while they wait for you rather than destroying everything
    Into the fires of battle, unto the anvil of war!
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  8. #158
    Member Fuzzykitten's Avatar
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    Hmm while the camp convo is still in the air will there be any chance of a sqaud maybe being lead by oh i dontknow maybe an apothecarian? i loves apothecarians
    I am the Almighty Fuzzy one! Never fuss me without permission or i will eat you :)

  9. #159
    Member Fulcaris's Avatar
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    btw are apothecaries if there even in the mod going to have feel no pain rule or is angels of death basically doing that

  10. #160
    Senior Member horusheretic's Avatar
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    apothecaries are going to be something special and useful in the campaign. that's all im going to say for now

  11. #161
    Member Fuzzykitten's Avatar
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    Wootages! And stop being such an ebil tease horus!

  12. #162
    Senior Member horusheretic's Avatar
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    you shouldn't expect anything less

  13. #163
    It seems Fneep had managed to get a Land Raider in DoW2.
    Than perhaps my dream of Devastators with Lascannons and a Chaplain with jetpack may come true !

  14. #164
    Member Fuzzykitten's Avatar
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    Ah that would be totally awsome to see, hate to put a downer on that but wouldnt it possibly be a teeny bit big for some maps?

  15. #165
    Senior Member horusheretic's Avatar
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    thats what the map editor is for we already have a dedicated mapper essentially (Ira) when he wants to get started

  16. #166
    Hm bigger maps, another great thing !

  17. #167
    Well it seems like the model importing problem has been solved so I cant wait to see you come up with!
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  18. #168
    Senior Member horusheretic's Avatar
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    It might be possible to do WS vs WS melee combat if the method i found works XD

  19. #169
    RE: getting models in game, you will most probably have to use the CoH method, which means giving your model an existing set of anims (probably either guardsmen or SM for those SoB). check out the CoH modding HoW-To's for more info, but i believe you have to give the model the same bone names and then assign the anims in OE (whether or not COH's OE will work with DoW2 is an entirely different matter...but i wouldn't be suprised, the models themselves haven't changed much, just the number of indivdual animations has changed, giving you more to work with)

    once i'm done with OMG i'd like to give you a hand though, i like to think if it can be done with RGD's i can do it now. also the essence engine is much more flexible with its SCAR coding than DoW1, no more win conditions required and much more efficient processing

  20. #170
    Member Mirage Knight's Avatar
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    It would be nice to have you aboard and work with you again Khorney

    On the topic of the mod, one thing in particular I'd like to revise heavily are Lictors.

    They'll have always on camo ability to emulate their ability in TT to blend in with their surroundings thanks to their chameleonic skin. The Lictor will be detectable only at close range. They'll also move a bit faster, be a bit tougher, and be a bit more lethal in CC.

    The range of Flesh Hooks will drop significantly - right down to pistol range. However, the recharge rate will drop to a few seconds and the ability will do a bit more damage than in vanilla DOW 2.

    One thing in particular I'd like to do is to allow players to summon Lictors anywhere on the map rather than recruit them at the Hive...Oh yeah - a maximum of 3 will be allowed.

    For the Lictor "Commander"...that will function much like a Death Leaper... *evil grin*

  21. #171
    Member Fulcaris's Avatar
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    horus i think it might be worth your time if you looked at the community map pack there are maps which are too big for vanilla but would be perfect for a land raider and the sort

  22. #172
    I would assume that Fneep made a post somewhere announcing that we can now import models? Can you link it? Can't seem to find it anywhere

  23. #173
    use search? =) anyways here's the link ;p
    http://forums.relicnews.com/showthread.php?t=225582
    Please check out my mod for Warcraft 3: The Frozen Throne
    http://www.moddb.com/mods/circle-of-war

  24. #174
    btw has any consideration been giving to simply using the codex's minimum squad sizes? watching those previews it looks...un-playable to say the least, just chucking massive hoards at hoards. due to the smaller map sizes i believe using the minimum squad sizes would help maintain the more tactical environment that the DoW2 engine is designed around

  25. #175
    Member Mirage Knight's Avatar
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    btw has any consideration been giving to simply using the codex's minimum squad sizes?
    Actually yes...In fact I intentionally sized enemy squads in SP that way to deal with pathing and crowding issues. For example, 10 Boyz + Nob which is codex min (for Slugga and Shoota mobs). The problem I'm told is editing the number of enemy squads (Ork mobs in particular) that spawn in a given mission. The only squads that I made max codex size are the player controlled ones as you don't control that many to begin with.

    Speaking of squads, I've tweaked things so that players get basic wargear items (Bolt Pistols, Bolters, Plasma Guns, Plasma Pistols, Power Swords and such) at earlier levels. For example, the FC has access to standard Plasma and Power Weapons after the first mission. The availability of named / unique items is unchanged however. Also, at least 3 squads may be equipped with frag grenades at the same time, meaning up to 3 of your squads can run around and toss frags

    Oh yes...Cyrus was smart and had about half of his Scouts equipped with Sniper Rifles - which do a fantastic job at pinning and picking off enemy squad leaders. The rest of of the squad gets Shotguns - for close encounters Despite the weaker armour used by the Scouts, the squad's quite useful...

  26. #176
    Senior Member horusheretic's Avatar
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    well, yes since all the weapons have had the silly pinning effect removed.

    The availability of named / unique items is unchanged however.
    one of the minor things that has to change with the new armour types we are working with there will be plenty of changed wargear that is actually useful....

  27. #177
    Member Mirage Knight's Avatar
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    That reminds me - there will be FC-specific wargear that takes into account the FC's better weapon and ballistic skills and increased number of CC attacks in TT

  28. #178
    Senior Member horusheretic's Avatar
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    Just a small glimpse at what we have planned for wargear... heres our current conversion table

    Code:
    ---------------------------------------------------------------------------
    
    ---------------------------------------------------------------------------
    
    
    level requirements:
    
    --Special armours and weapons should count as improved_1 and above
    --the only difference stat wise with special stuff are the bonuses they confer.
    
    -- marine and scout	terminator /artificer	Dreadnought				
    normal = lv 1 		normal = lv 20 		normal = lv 15 		-- default level
    improved_0 = 5 		improved_0 = 25		improved_0 = 20		-- common
    improved_1 = 10		improved_1 = 30		improved_1 = 25		-- common
    improved_2 = 15		improved_2 = 35		improved_2 = 30		-- rare
    improved_3 = 20		improved_3 = 4		improved_3 = 35		-- epic
    
    ------------------------------------------------------------------------------
    
    defence ratings:
    -- 6+			5+		        4+			3+			  2+				AV 10			AV 11 		   AV 12 		AV13 			  AV 14
    normal = 10 AR		normal = 15 AR		normal = 20 AR		normal = 25 AR		normal = 30 AR		normal = 30 AR		normal = 40 AR		normal = 50 AR		normal = 60 AR		normal = 70 AR
    improved_0 = 15 AR 	improved_0 = 20 AR	improved_0 = 25 AR	improved_0 = 30 AR	improved_0 = 35 AR	improved_0 = 35 AR	improved_0 = 45 AR	improved_0 = 55 AR	improved_0 = 65 AR	improved_0 = 75 AR	-- common
    improved_1 = 20 AR	improved_1 = 25 AR	improved_1 = 30 AR	improved_1 = 35 AR	improved_1 = 40 AR	improved_1 = 40 AR	improved_0 = 50 AR	improved_0 = 60 AR	improved_0 = 70 AR	improved_0 = 80 AR	-- common
    improved_2 = 25 AR	improved_2 = 30 AR	improved_2 = 35 AR	improved_2 = 40 AR	improved_2 = 45 AR	improved_2 = 45 AR	improved_0 = 55 AR	improved_0 = 65 AR	improved_0 = 75 AR	improved_0 = 85 AR	-- rare
    improved_3 = 30	AR	improved_3 = 35 AR	improved_3 = 40 AR	improved_3 = 45 AR	improved_3 = 50 AR	improved_3 = 50 AR	improved_0 = 60 AR	improved_0 = 70 AR	improved_0 = 85 AR	improved_0 = 90 AR	-- epic
    
    Weapon damage additions:
    --example	bolter normal: 40 damage \\ bolter improved_3: 60 damage
    
    normal = 0			-- default weapon damage
    improved_0 = +5
    improved_1 = +10		
    improved_2 = +15
    improved_3 = +20
    
    -- In addition to the rank weapons there will be "Special" types.
    -- definitions:
    -- P == Points or the amount done
    -- AoE == Area of Effect
    -- ~ == "for"
    
    -- Poison damage reduces hp of the target on strike  has a high chance to inflict making this a viable alterantive to fire
    	   normal = 1P ~5 duration		
    improved_0 = 2P ~5 duration
    improved_1 = 3P ~5 duration
    improved_2 = 4P ~5 duration
    improved_3 = 5P ~5 duration
    
    -- Fire Damage (Incendery)  has a low damage effect and chance to inflict area damage
    	   normal = 1P ~5 AoE		
    improved_0 = 2P ~5 AoE
    improved_1 = 3P ~5 AoE
    improved_2 = 4P ~5 AoE
    improved_3 = 5P ~5 AoE
    
    -- Frost (Nitrogen)   Slows down the unit on contact
    	normal = 5% ~5 duration		
    improved_0 = 10% ~5 duration
    improved_1 = 15% ~5 duration
    improved_2 = 20% ~5 duration
    improved_3 = 25% ~5 duration
    
    -- Piercing   Reduces the targets armour rating for a small duration
    	normal = 5% ~ 10P ~5 duration		
    improved_0 = 10% ~ 15P ~5 duration
    improved_1 = 15% ~ 20P ~5 duration
    improved_2 = 20% ~ 25P ~5 duration
    improved_3 = 25% ~ 30P ~5 duration
    
    -- Concussion 	 Reduces the targets accuracy on hit
    	normal = 5% ~ 10% ~5 duration		
    improved_0 = 10% ~ 15% ~5 duration
    improved_1 = 15% ~ 20% ~5 duration
    improved_2 = 20% ~ 25% ~5 duration
    improved_3 = 25% ~ 30% ~5 duration
    
    -- Sonic    Knocksdown the target 
    	normal = 5% ~1 AoE		
    improved_0 = 10% ~2 AoE
    improved_1 = 15% ~3 AoE
    improved_2 = 20% ~4 AoE
    improved_3 = 25% ~5 AoE
    if you use it then credit us for the idea

  29. Modding Senior Member Dawn of War II Senior Member  #179
    Dominatrix Buguba's Avatar
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    Regarding those statistics, I hope you know that a single point is armor rating is relatively insignificant. I wrote a thread about armor rating a little while back, and I came to the conclusion that (though I might be wrong) a single point of armor equates to about 0.5% damage reduction. Consequently, it seems a little skewed that the difference between a +3 and a +4 save unit would only be 2.5% damage resistance.

    It's your mod though, so whatever works. Looks awesome otherwise though.
    "You must be swift as the coursing river, with all the force of a great typhoon, with all the strength of a raging fire, mysterious as the dark side of the moon."

  30. #180
    Senior Member horusheretic's Avatar
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    2.5% doesnt seem much but its a good amount in all when you think that its around 7.5% from a 6+ save.

    the weapons anyway do the majority of the calculations since weve added more armour types and such, and a method for WS vs WS combat that looks like it works.

  31. Modding Senior Member Dawn of War II Senior Member  #181
    Dominatrix Buguba's Avatar
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    2.5% doesnt seem much but its a good amount in all when you think that its around 7.5% from a 6+ save.

    the weapons anyway do the majority of the calculations since weve added more armour types and such, and a method for WS vs WS combat that looks like it works.
    Yeah, that's true. I hadn't thought of that. I look forward to the mod though. It sounds like you guys are putting a lot of good effort into it.

  32. #182
    i was thinking more the space marine squads when i said minimum squad sizes, that would also solve the issue of needing more squads to fight....you could just use them as combat squads if necessary

  33. #183
    @Khorney - absolutely agree with you. Those big-size squad problems are really annoying. Using "combat squads" will be fluffy and good in all terms.

  34. #184
    Has anyone tried Codex Edition yet? We use Combat Squads for SM and various squad sizes for the other factions. One thing I noticed is that when you use squad sizes larger than 14, we got pathing errors where 1 model would run off by itself and not keep up with the rest of the squad sometimes. This could be disconcerting if you try making mobs of 30 boyz or gaunts.

  35. #185
    Senior Member horusheretic's Avatar
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    squads are mostly in tens for the mob like squads

  36. #186
    played dow 2 once didnt like with this mod i think give it a second chance i olmost forgot technicalies for dow 2,so few questions about mod

    1how much will be pop limit??will be changeable??
    2flying units??
    3will you add some buildings to the game??
    4new maps??

  37. #187
    The peerless Hungarian TT fans called me wrong once again, because I dared to say that Space Marines are more powerful in fluff than in TT.
    I think I actually mentioned that 1 SM is better than 10 Guardsmen. I think they hate me now !


    Codex Edition is great, but that is a more "background" mod, while this is a more "TT mod". I think.
    But for the record, Codex Edition is much better than the original DoW2 so I recommend it.

  38. #188
    just a word in support of Codex Edition mod for MP. I seriously think its a great mod - though its less codexy than it sounds you are going to make it Horus, still it works brilliantly. Will you be making any models you create available to other modders? You FOK guys do such a good job adding units it would be really lovely if other modders had access to them.

    To echo Gorgutz, have any of you played Codex Edition mod yet ?

    Considering it has no imported models, it still looks pretty darn good and plays better. Always wise to check out what your peers are doing after all?

  39. #189
    Senior Member horusheretic's Avatar
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    To echo Gorgutz, have any of you played Codex Edition mod yet ?

    Always wise to check out what your peers are doing after all?
    I rarely check other mods or even play them unless they have something really good to offer me. I prefer to learn and find out stuff on my own when possible and return the favour in kind when I can. There's the odd occasion where I will check out something just to see how they've done it, but that's as far as it usually goes.
    Will you be making any models you create available to other modders? You FOK guys do such a good job adding units it would be really lovely if other modders had access to them.
    Yes, pretty much the same as FoK except we will be a lot more selective on who gets to use them so we know where they are going and perhaps inspire others to model and texture for themselves. If you ask or have something to offer us in return then you are likely to get permission anyway depending on what the model or item is.

    a little wip something for the inquisitor



    lets see if you can guess what it will be
    Last edited by horusheretic; 19th Jan 10 at 10:17 PM. Reason: update

  40. #190
    Great. I'm nearly done with exams (last one is on 27th I hope), so I'll be able to pull my weight soon.

  41. #191
    "Perfect Every Time" Uncle Benny's Avatar
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    Quote Originally Posted by horusheretic
    lets see if you can guess what it will be
    Hmmm, filename is "sishosp" so I'll take a wild shot in the dark and say "Sisters Hospitaller", final answer.
    I assume you were just being silly?

  42. #192
    hm, since i've noticed in other campaign mods w/ full command squads that your command squad units dont gain any power weapons even if you equip your FC with one. After awhile the FC becomes the only thing thats dishing out damage, while the command squad with their chainswords are just taking damage and returning little.
    so will command squads get their wargear upgraded every few levels or everytime the FC equips something?

  43. #193
    Senior Member horusheretic's Avatar
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    squads are going to scale on some level yes.

    the manner of how is a "sekrit 4 nao"

    some early screens of multi-player nids:

    warriors:

    no longer split into two groups, small squads with powerful armaments for each member and provide synapse for nearby creatures allowing them to fight normally under suppression.


    termagants and hormagaunts now have armour upgrades to improve their health in later tiers.



    carnifexes now grouped, with several upgrades going to be available... (still finding out how to do the upgrade system)


    without number squads provide fully reinforced squads at tier 3. rippers, gaunts and warriors. ripper squads now available to build in game also



    and a few more eye candy pics:


    spectral nids ftw.

  44. #194
    Whoa! Cool pics! I like the expanded wargear selection screen of carnifexes. But there was a problem with that system IIRC. Have you managed to overcome it? Something related to hero swapping etc.

  45. #195
    Senior Member horusheretic's Avatar
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    sort of yes and no. weve got some upgrades showing up in the right places, but not on multi unit squads as we dont want to have to spawn hidden squads for each unit type and lag the game down any more than what we have to.

    i also advise people to check out this file:

    wealth of knowledge here to be used

    Code:
    -- Made by Corsix's Crude RBF Convertor
    {
    | OOCTargetValidType: {
    | | option: "vehicles_only";
    | | option: "infantry_only";
    | | option: "all";
    | };
    | ability_caster_type: {
    | | option: "squad";
    | | option: "all_entities";
    | | option: "one_entity";
    | };
    | ability_target_type: {
    | | option: "entity";
    | | option: "squad";
    | | option: "position";
    | | option: "squad_entity";
    | | option: "entity_and_position";
    | | option: "entity_and_squad_entity";
    | | option: "any";
    | };
    | ai_tactic_class_type: {
    | | option: "tactic_Combat";
    | | option: "tactic_OnTask";
    | | option: "tactic_Moving";
    | | option: "tactic_CombatAtTarget";
    | | option: "tactic_SniperFast";
    | | option: "tactic_SniperStealthy";
    | };
    | alliance_relationship: {
    | | option: "neutral";
    | | option: "ally";
    | | option: "enemy";
    | | option: "self";
    | | option: "jerk";
    | };
    | altitude_correction: {
    | | option: "speed_and_distance";
    | | option: "distance";
    | | option: "none";
    | };
    | animation_template: {
    | | option: "range_energy";
    | | option: "range_heavy_energy";
    | | option: "range_heavy_automatic";
    | | option: "range_burst";
    | | option: "range_flamer";
    | | option: "range_missile_launcher";
    | | option: "range_sniper_rifle";
    | | option: "combo_blade_pistol";
    | | option: "combo_powerfist_pistol";
    | | option: "melee_powerclaws";
    | | option: "melee_hammer_shield";
    | | option: "melee_blade";
    | | option: "melee_staff";
    | | option: "none";
    | | option: "combo_powerfist_heavy_automatic";
    | | option: "combo_powerfist_heavy_flamer";
    | | option: "melee_axe";
    | | option: "melee_blade_range_burst2";
    | };
    | animator_base_size: {
    | | option: "small";
    | | option: "medium";
    | | option: "large";
    | | option: "very_large";
    | | option: "very_very_large";
    | };
    | area_outline_element_alignment: {
    | | option: "outside";
    | | option: "center";
    | | option: "inside";
    | };
    | area_type: {
    | | option: "Circle";
    | | option: "Pie";
    | | option: "Point";
    | | option: "Line";
    | };
    | binary_logic_op: {
    | | option: "or";
    | | option: "and";
    | };
    | blip_type: {
    | | option: "general_ping";
    | | option: "combat_ping";
    | | option: "fuel_ping";
    | | option: "munitions_ping";
    | | option: "selection_ping";
    | | option: "building_boom_ping";
    | | option: "ability_ping";
    | | option: "primary_objective_ping";
    | | option: "secondary_objective_ping";
    | | option: "attack_here_ping";
    | | option: "defend_here_ping";
    | | option: "capture_here_ping";
    | | option: "ui_minimap_ping";
    | | option: "ui_weak_commandbtn";
    | | option: "ui_weak_squadicon";
    | | option: "ui_weak_squadcontrol";
    | | option: "ui_weak_upgradebtn";
    | | option: "ui_weak_objective";
    | | option: "ui_weak_eventcue";
    | | option: "ui_weak_tacmapbtn";
    | | option: "ui_weak_abilitybtn";
    | | option: "ui_weak_prodqueue";
    | | option: "ui_weak_selectallshield";
    | | option: "ui_weak_resourcereadout";
    | | option: "ui_weak_popcapreadout";
    | | option: "ui_weak_selectionarea";
    | | option: "ui_weak_commandarea";
    | | option: "ui_weak_unitportraitarea";
    | | option: "ui_weak_tacmapexitbtn";
    | | option: "ui_weak_continuebtn";
    | | option: "ui_strong_commandbtn";
    | | option: "ui_strong_squadicon";
    | | option: "ui_strong_squadcontrol";
    | | option: "ui_strong_upgradebtn";
    | | option: "ui_strong_objective";
    | | option: "ui_strong_eventcue";
    | | option: "ui_strong_tacmapbtn";
    | | option: "ui_strong_abilitybtn";
    | | option: "ui_strong_prodqueue";
    | | option: "ui_strong_selectallshield";
    | | option: "ui_strong_resourcereadout";
    | | option: "ui_strong_popcapreadout";
    | | option: "ui_strong_selectionarea";
    | | option: "ui_strong_commandarea";
    | | option: "ui_strong_unitportraitarea";
    | | option: "ui_strong_tacmapexitbtn";
    | | option: "ui_strong_continuebutn";
    | | option: "hero";
    | | option: "vehicle";
    | };
    | cap: {
    | | option: "min";
    | | option: "max";
    | };
    | combat_melee_range_any: {
    | | option: "melee";
    | | option: "range";
    | | option: "any";
    | };
    | comparison: {
    | | option: "equal";
    | | option: "less";
    | | option: "less_or_equal";
    | | option: "greater";
    | | option: "greater_or_equal";
    | | option: "not_equal";
    | };
    | comparison_num_squad: {
    | | option: "equal_to";
    | | option: "less_than";
    | | option: "greater_than";
    | | option: "less_than_or_equal_to";
    | | option: "greater_than_or_equal_to";
    | };
    | cover_cursor_name: {
    | | option: "none";
    | | option: "light";
    | | option: "heavy";
    | };
    | damage_action_application_type: {
    | | option: "simulate_weapon_hit";
    | | option: "set_hp_damage";
    | | option: "apply_damage";
    | };
    | difficulty: {
    | | option: "easy";
    | | option: "medium";
    | | option: "hard";
    | | option: "legendary";
    | };
    | directional_target_type: {
    | | option: "none";
    | | option: "user_specified";
    | | option: "executer_to_target";
    | | option: "target_to_executer";
    | };
    | element_type: {
    | | option: "core";
    | | option: "left_flank";
    | | option: "right_flank";
    | | option: "scout";
    | };
    | elements: {
    | | option: "0_core";
    | | option: "1_scout";
    | | option: "2_left_flank";
    | | option: "3_right_flank";
    | };
    | extremekill_ids: {
    | | option: "burnination";
    | | option: "plasma_dissolve";
    | | option: "headshot";
    | | option: "bomb_stuck_in_body";
    | | option: "laser_evaporation";
    | | option: "explode_into_pieces";
    | };
    | grant_or_remove: {
    | | option: "grant";
    | | option: "remove";
    | };
    | heal_type: {
    | | option: "heal_to_full_health";
    | | option: "health_boost_fixed";
    | | option: "health_boost_percentage";
    | };
    | health_change_type: {
    | | option: "proportional";
    | | option: "direct_increase";
    | | option: "set_to_maximum";
    | | option: "no_change";
    | };
    | hold_type: {
    | | option: "hold_infantry";
    | | option: "hold_tyranids";
    | | option: "hold_webway";
    | };
    | knockback_type: {
    | | option: "weapon_knockback";
    | | option: "ability_knockback";
    | | option: "light_weapon_knockback";
    | | option: "medium_weapon_knockback";
    | };
    | leader_equip_type: {
    | | option: "leader_only";
    | | option: "leader_preferred";
    | | option: "no_leader";
    | };
    | leader_priority: {
    | | option: "leader_first";
    | | option: "leader_last";
    | | option: "no_preference";
    | };
    | leveling_attribute_categories: {
    | | option: "health";
    | | option: "ranged";
    | | option: "melee";
    | | option: "morale";
    | | option: "energy";
    | };
    | leveling_attribute_priorities: {
    | | option: "primary";
    | | option: "secondary";
    | | option: "tertiary";
    | | option: "none";
    | };
    | leveling_weapon_type_damage: {
    | | option: "range";
    | | option: "melee";
    | | option: "unapplicable";
    | };
    | localization_font_symbol: {
    | | option: "$TitleFont";
    | | option: "$NormalFont";
    | };
    | localization_language: {
    | | option: "english";
    | };
    | map_mode_type: {
    | | option: "1_vs_1";
    | | option: "3_vs_3";
    | };
    | measure: {
    | | option: "percent";
    | | option: "value";
    | };
    | minimap_blip: {
    | | option: "victory_point";
    | | option: "requisition";
    | | option: "power";
    | | option: "squad";
    | | option: "boss";
    | | option: "building";
    | | option: "hero";
    | | option: "vehicle";
    | };
    | modifier_application_type: {
    | | option: "apply_to_entity";
    | | option: "apply_to_entity_type";
    | | option: "apply_to_player";
    | | option: "apply_to_squad";
    | | option: "apply_to_squad_type";
    | | option: "apply_to_weapon";
    | | option: "apply_to_ability";
    | };
    | modifier_usage_type: {
    | | option: "addition";
    | | option: "enable";
    | | option: "multiplication";
    | };
    | move_distance_type: {
    | | option: "max_squad_range";
    | | option: "min_squad_range";
    | | option: "entity_range";
    | | option: "current_position_relative";
    | | option: "squad_leader_range";
    | };
    | pathfinding_plane: {
    | | option: "underground";
    | | option: "aboveground";
    | | option: "flying";
    | };
    | placement_type: {
    | | option: "tp_structure";
    | | option: "tp_fence";
    | };
    | plan_phase_finished_mode: {
    | | option: "ranged_combat";
    | | option: "melee_combat";
    | | option: "do_nothing";
    | };
    | projectile_type: {
    | | option: "missile";
    | | option: "artillery";
    | };
    | race_names: {
    | | option: "space_marines";
    | | option: "eldar";
    | | option: "imperial_guard";
    | | option: "orks";
    | | option: "tyranids";
    | };
    | required_modifiers: {
    | | option: "modifiers\camouflage_enable_modifier";
    | | option: "modifiers\burrowed_dummy_modifier";
    | };
    | requirement_reason: {
    | | option: "display";
    | | option: "usage";
    | | option: "usage_and_display";
    | | option: "produce";
    | | option: "usage_and_produce";
    | | option: "display_and_usage_and_produce";
    | };
    | shared_timers: {
    | | option: "infiltration";
    | | option: "gabedebuffs";
    | };
    | sim_var_ops: {
    | | option: "set";
    | | option: "increment";
    | | option: "decrement";
    | };
    | sim_variable: {
    | | option: "test_variable";
    | | option: "revenge_explosives";
    | | option: "dreadnought_alive";
    | | option: "big_kaboom";
    | | option: "spore_mine";
    | };
    | size: {
    | | option: "small";
    | | option: "medium";
    | | option: "large";
    | | option: "tiny";
    | | option: "huge";
    | };
    | speech_action_type: {
    | | option: "Vehicle_Weapon_Offline";
    | | option: "Buff";
    | | option: "Debuff";
    | | option: "Vehicle_Immobilized";
    | | option: "Boss_Attack";
    | | option: "Area_of_Effect";
    | | option: "Grenade";
    | | option: "Artillery";
    | };
    | speech_code: {
    | | option: "gen_generic";
    | | option: "are_area_of_effect";
    | | option: "art_artillery";
    | | option: "boa_boss_attack";
    | | option: "eld_EldritchStorm";
    | | option: "ggr_grenades";
    | | option: "orb_OrbitalBombardment";
    | | option: "rok_rokks";
    | | option: "tfo_tyrannoformation";
    | | option: "che_cheer";
    | | option: "neg_debuff";
    | | option: "pos_buff";
    | | option: "imm_vehicle_immobilized";
    | | option: "wea_vehicle_weapon_offline";
    | | option: "wch_Warning_Cheer__Expression_is_not_working";
    | };
    | speech_icon: {
    | | option: "speech_marine_thaddeus";
    | | option: "speech_marine_cyrus";
    | | option: "speech_marine_tarkus";
    | | option: "speech_marine_avitus";
    | | option: "speech_marine_dreadnought";
    | | option: "speech_marine_thule";
    | | option: "speech_marine_gabriel";
    | | option: "speech_marine_gordian";
    | | option: "speech_marine_techmarine";
    | | option: "speech_ig_elena";
    | | option: "speech_ig_guardsman";
    | | option: "speech_ig_sergeant";
    | | option: "speech_eldar_tyrea";
    | | option: "speech_eldar_ronahn";
    | | option: "speech_eldar_veldoran";
    | | option: "speech_eldar_kaylith";
    | | option: "speech_eldar_elothan";
    | | option: "speech_eldar_surian";
    | | option: "speech_ork_brakka";
    | | option: "speech_ork_maso";
    | | option: "speech_ork_sliksnik";
    | | option: "speech_ork_krom";
    | | option: "speech_ork_warboss";
    | | option: "speech_ork_krusha";
    | };
    | squad_plan_action_target: {
    | | option: "plan_target";
    | | option: "executing_squad";
    | | option: "executing_squad_leader";
    | | option: "executing_entities";
    | | option: "plan_target_pos";
    | };
    | squad_type: {
    | | option: "scout_marine";
    | | option: "tactical_marine";
    | | option: "devastator_marine";
    | | option: "assault_marine";
    | | option: "terminator";
    | | option: "assault_terminator";
    | | option: "force_commander";
    | | option: "tech_marine";
    | | option: "fc_terminator";
    | | option: "tac_terminator";
    | | option: "deva_terminator";
    | | option: "dreadnought";
    | | option: "shoota_squad";
    | | option: "kommando_squad";
    | | option: "storm_squad";
    | | option: "loota_squad";
    | | option: "warboss_squad";
    | | option: "banshee";
    | | option: "farseer";
    | | option: "ranger";
    | | option: "warlock";
    | | option: "warp_spider";
    | | option: "wraithlord";
    | | option: "deff_dread";
    | | option: "avatar";
    | | option: "gabriel";
    | };
    | synckill_ids: {
    | | option: "sk_id_01";
    | | option: "sk_id_02";
    | | option: "sk_id_03";
    | | option: "sk_id_04";
    | | option: "sk_id_05";
    | | option: "sk_id_06";
    | | option: "sk_id_07";
    | | option: "sk_id_08";
    | | option: "sk_id_09";
    | | option: "sk_id_10";
    | | option: "sk_id_11";
    | | option: "sk_id_12";
    | | option: "sk_id_13";
    | | option: "sk_id_14";
    | | option: "sk_id_15";
    | | option: "sk_id_16";
    | | option: "sk_id_17";
    | | option: "sk_id_18";
    | | option: "sk_id_19";
    | | option: "sk_id_20";
    | | option: "sk_id_21";
    | | option: "sk_id_22";
    | | option: "sk_id_23";
    | | option: "sk_id_24";
    | | option: "sk_id_25";
    | | option: "sk_id_26";
    | | option: "sk_id_27";
    | | option: "sk_id_28";
    | | option: "sk_id_29";
    | | option: "sk_id_30";
    | };
    | target_adjust: {
    | | option: "hit_ground_and_wall_at_target";
    | };
    | target_offset_method: {
    | | option: "linear_from_caster";
    | | option: "caster_as_target";
    | };
    | target_promotion: {
    | | option: "player";
    | | option: "squad";
    | | option: "none";
    | | option: "entity";
    | };
    | teleport_action_type: {
    | | option: "target_to_original_target";
    | | option: "executer_to_target";
    | };
    | turn_plan_turn_type: {
    | | option: "curve_turn";
    | | option: "curve_turn_smooth";
    | | option: "three_point_turn";
    | | option: "reverse";
    | | option: "constant_radius";
    | | option: "reverse_pivot";
    | | option: "pivot";
    | };
    | type_ability_activation: {
    | | option: "always_on";
    | | option: "targeted";
    | | option: "timed";
    | | option: "toggled";
    | };
    | type_ability_caster: {
    | | option: "all_entities";
    | | option: "one_entity";
    | | option: "squad";
    | };
    | type_ability_super: {
    | | option: "tp_airstrike";
    | | option: "tp_artillery";
    | | option: "tp_attrition";
    | | option: "tp_recon";
    | | option: "tp_unknown";
    | };
    | type_ability_ui_group: {
    | | option: "command_panel";
    | | option: "inventory";
    | };
    | type_alt_selection: {
    | | option: "none";
    | | option: "obb";
    | | option: "terrain_footprint";
    | };
    | type_applyto: {
    | | option: "apply_to_ability";
    | | option: "apply_to_entity";
    | | option: "apply_to_entity_type";
    | | option: "apply_to_player";
    | | option: "apply_to_squad";
    | | option: "apply_to_squad_type";
    | | option: "apply_to_upgrade";
    | | option: "apply_to_weapon";
    | };
    | type_area: {
    | | option: "circle";
    | | option: "pie";
    | | option: "point";
    | };
    | type_area_sweep: {
    | | option: "none";
    | | option: "left_to_right";
    | | option: "right_to_left";
    | | option: "in_to_out";
    | | option: "out_to_in";
    | };
    | type_armour: {
    | | option: "building";
    | | option: "vehicle";
    | | option: "infantry";
    | | option: "building_light";
    | | option: "commander";
    | | option: "heavy_infantry";
    | | option: "building_defence";
    | | option: "light_vehicle";
    | | option: "super_heavy_infantry";
    | | option: "infantry_fire_resist";
    | };
    | type_attention: {
    | | option: "directional_absolute";
    | | option: "directional_relative";
    | | option: "positional_away";
    | | option: "positional_toward";
    | };
    | type_attention_class: {
    | | option: "building";
    | | option: "cow";
    | | option: "wall";
    | };
    | type_binaryop: {
    | | option: "and";
    | | option: "or";
    | };
    | type_building_damage: {
    | | option: "damage_accessory";
    | | option: "damage_accessory_area";
    | | option: "damage_panel";
    | | option: "destroy_panel";
    | | option: "destroy_panel_area";
    | };
    | type_collision_projectile: {
    | | option: "homing";
    | | option: "artillery";
    | | option: "thrown";
    | | option: "plasma";
    | };
    | type_combat_stance: {
    | | option: "tp_attack";
    | | option: "tp_cease_fire";
    | };
    | type_company_tech_tree: {
    | | option: "allied_airbourne_tree";
    | | option: "allied_armoured_tree";
    | | option: "allied_infantry_tree";
    | | option: "axis_infantry_tree";
    | | option: "axis_stormtrooper_tree";
    | | option: "axis_tank_tree";
    | };
    | type_comparison_operator: {
    | | option: "equal_to";
    | | option: "greater_than";
    | | option: "greater_than_or_equal_to";
    | | option: "less_than";
    | | option: "less_than_or_equal_to";
    | };
    | type_construction: {
    | | option: "tp_construction_allied_hq";
    | | option: "tp_construction_axis_checkpoint";
    | | option: "tp_construction_axis_engineer_advanced";
    | | option: "tp_construction_axis_engineer_basic";
    | | option: "tp_construction_axis_infantry_basic";
    | | option: "tp_tactical_construction_menu";
    | | option: "tp_construction_axis_hq";
    | | option: "tp_construction_engineer_advanced";
    | | option: "tp_construction_engineer_basic";
    | | option: "tp_construction_pathfinder_basic";
    | | option: "tp_greyhound_minelaying";
    | };
    | type_construction_menu: {
    | | option: "construction_menu_basic";
    | | option: "construction_menu_advanced";
    | };
    | type_cover: {
    | | option: "tp_garrison_cover";
    | | option: "tp_heavy";
    | | option: "tp_light";
    | | option: "tp_open";
    | | option: "tp_energy_shield";
    | };
    | type_cover_cursor: {
    | | option: "heavy_cover";
    | | option: "light_cover";
    | };
    | type_crush_mode: {
    | | option: "crush_medium";
    | | option: "crush_light";
    | | option: "crush_heavy";
    | | option: "crush_off";
    | };
    | type_death: {
    | | option: "demolition";
    | | option: "normal";
    | };
    | type_death_intensity: {
    | | option: "death_intensity_gib";
    | | option: "death_intensity_heavy";
    | | option: "death_intensity_low";
    | | option: "death_intensity_ragdoll";
    | };
    | type_death_reaction: {
    | | option: "burn_death";
    | | option: "burn_flounder";
    | | option: "burn_zombie";
    | | option: "normal";
    | };
    | type_deform: {
    | | option: "additive";
    | | option: "additive_from_center";
    | | option: "additive_from_average";
    | | option: "additive_from_min";
    | };
    | type_familytype: {
    | | option: "type_build";
    | | option: "type_cover";
    | | option: "type_modifier";
    | | option: "type_target_weapon";
    | | option: "type_unit_class";
    | };
    | type_game_event: {
    | | option: "artillery_set";
    | | option: "fireup";
    | | option: "heroic_charge";
    | | option: "leadership";
    | | option: "sniped";
    | };
    | type_modifier: {
    | | option: "tp_modifier";
    | | option: "tp_synapse_effect";
    | | option: "ravener_cripple";
    | | option: "marked_target";
    | | option: "inspiring_kill";
    | | option: "focused_fire_buff";
    | | option: "psychic_scream";
    | | option: "tp_defend";
    | | option: "kult_of_speed";
    | | option: "holy_fury";
    | | option: "trophy_rack";
    | | option: "swift movement";
    | };
    | type_modusagetype: {
    | | option: "addition";
    | | option: "enable";
    | | option: "multiplication";
    | };
    | type_occlusion_state: {
    | | option: "can_be_occluded";
    | | option: "no_occlusion";
    | | option: "occlude_others";
    | };
    | type_pace: {
    | | option: "fast";
    | | option: "medium";
    | | option: "slow";
    | | option: "veryfast";
    | };
    | type_panel_substance: {
    | | option: "floor";
    | | option: "roof";
    | | option: "wall";
    | };
    | type_placement: {
    | | option: "tp_fence";
    | | option: "tp_field";
    | | option: "tp_structure";
    | | option: "tp_tunnel";
    | };
    | type_resource: {
    | | option: "requisition";
    | | option: "munition";
    | | option: "popcap";
    | };
    | type_selection_name: {
    | | option: "building";
    | | option: "hero";
    | | option: "none";
    | | option: "soldier";
    | | option: "prop";
    | | option: "vehicle";
    | | option: "walker";
    | };
    | type_selection_type: {
    | | option: "squad_select";
    | | option: "no_select";
    | | option: "single_entity_select";
    | | option: "targettable";
    | | option: "multi_entity_select";
    | | option: "multi_entity_kind_select";
    | };
    | type_slot_item_owner: {
    | | option: "player";
    | | option: "squad";
    | };
    | type_speaker: {
    | | option: "en";
    | | option: "ga";
    | | option: "gs";
    | | option: "ht";
    | | option: "in";
    | | option: "kh";
    | | option: "lv";
    | | option: "mt";
    | | option: "pn";
    | | option: "rs";
    | | option: "sn";
    | | option: "st";
    | | option: "tn";
    | | option: "vg";
    | | option: "wm";
    | | option: "xf";
    | | option: "xs";
    | };
    | type_strategic_point_ui: {
    | | option: "always_on";
    | | option: "always_off";
    | | option: "on_during_capture";
    | };
    | type_target: {
    | | option: "tp_any";
    | | option: "tp_entity";
    | | option: "tp_entity_and_position";
    | | option: "tp_entity_and_squad_entity";
    | | option: "tp_position";
    | | option: "tp_squad";
    | | option: "tp_squad_entity";
    | };
    | type_target_action: {
    | | option: "tp_entity";
    | | option: "tp_squad";
    | };
    | type_target_weapon: {
    | | option: "tp_base_perimeter";
    | | option: "tp_boulder";
    | | option: "tp_bridge";
    | | option: "tp_building";
    | | option: "tp_building_allies_checkpoint";
    | | option: "tp_building_axis_bunker_lite";
    | | option: "tp_building_bunker_emplacement";
    | | option: "tp_building_destructible";
    | | option: "tp_building_resource";
    | | option: "tp_building_under_construction";
    | | option: "tp_defenses";
    | | option: "tp_deftarget";
    | | option: "tp_flamethrower_proof";
    | | option: "tp_infantry";
    | | option: "tp_infantry_airborne";
    | | option: "tp_infantry_airborne_inflight";
    | | option: "tp_infantry_heroic";
    | | option: "tp_infantry_riflemen_elite";
    | | option: "tp_infantry_sniper";
    | | option: "tp_invincible";
    | | option: "tp_mine";
    | | option: "tp_object_metal_stone";
    | | option: "tp_object_wood";
    | | option: "tp_vehicle";
    | | option: "tp_vehicle_civilian";
    | };
    | type_turn: {
    | | option: "constant_radius";
    | | option: "curve_turn";
    | | option: "curve_turn_smooth";
    | | option: "reverse";
    | | option: "reverse_pivot";
    | | option: "three_point_turn";
    | };
    | type_unaryop: {
    | | option: "not";
    | };
    | type_unit_class: {
    | | option: "air_control";
    | | option: "armory";
    | | option: "armour";
    | | option: "barracks";
    | | option: "builder";
    | | option: "building";
    | | option: "defence_building";
    | | option: "demolishable_bridge";
    | | option: "grant_abilities";
    | | option: "hq";
    | | option: "hq_wreck";
    | | option: "infantry";
    | | option: "military";
    | | option: "motor_pool";
    | | option: "motor_pool_heavy";
    | | option: "motor_pool_light";
    | | option: "procurement";
    | | option: "retreat_target";
    | | option: "supply_yard";
    | | option: "vehicle";
    | | option: "wrecked_bridge";
    | | option: "hero";
    | | option: "build_menu";
    | | option: "lesser_tyranid";
    | | option: "avitus";
    | | option: "spore_mine";
    | | option: "mine";
    | | option: "exarch_banshee";
    | | option: "exarch_warp_spider";
    | | option: "gaunt";
    | | option: "stall_cover";
    | | option: "stun_immune";
    | | option: "taunt_immune";
    | | option: "turret";
    | | option: "emerald_weapon";
    | | option: "ripper";
    | | option: "energy_shield";
    | | option: "tyranid_tower";
    | | option: "act_1_boss";
    | | option: "platform";
    | | option: "terminator";
    | | option: "does_not_retreat";
    | | option: "carnifex";
    | | option: "stronghold_generator";
    | | option: "non_threatening";
    | | option: "unit";
    | };
    | type_upgrade_owner_type: {
    | | option: "none";
    | | option: "player";
    | | option: "self";
    | };
    | type_upgrade_ui_group: {
    | | option: "command_panel";
    | | option: "unit_upgrade_panel";
    | | option: "weapon_package";
    | };
    | type_weapon_anim_state: {
    | | option: "tp_aim";
    | | option: "tp_breakdown";
    | | option: "tp_cooldown";
    | | option: "tp_disabled";
    | | option: "tp_fire";
    | | option: "tp_move";
    | | option: "tp_offhand";
    | | option: "tp_pivot";
    | | option: "tp_ready";
    | | option: "tp_reload";
    | | option: "tp_setup";
    | | option: "tp_unarmed";
    | };
    | type_weapon_choice: {
    | | option: "accessory";
    | | option: "default";
    | | option: "squad";
    | };
    | ui_selection_type: {
    | | option: "arc_array";
    | | option: "rectangle";
    | };
    | unary_logic_op: {
    | | option: "not";
    | };
    | unit_wargear_drop_type: {
    | | option: "planet_boss";
    | | option: "boss";
    | | option: "mini_boss";
    | | option: "chaff";
    | | option: "none";
    | | option: "swarm";
    | | option: "mission_reward";
    | | option: "consumables_random";
    | | option: "consumables_fixed";
    | };
    | upgrade_owner_type: {
    | | option: "none";
    | | option: "player";
    | | option: "self";
    | };
    | upgrade_ui_group: {
    | | option: "command_panel";
    | | option: "unit_upgrade_panel";
    | | option: "weapon_package";
    | };
    | wargear_animation_template: {
    | | option: "range_energy";
    | | option: "range_burst";
    | | option: "range_pistol";
    | | option: "range_heavy_automatic";
    | | option: "range_flamer";
    | | option: "range_missile_launcher";
    | | option: "range_heavy_energy";
    | | option: "range_sniper_rifle";
    | | option: "melee_blade";
    | | option: "melee_powerfist";
    | | option: "melee_hammer_shield";
    | | option: "melee_twohandedhammer";
    | | option: "melee_axe";
    | | option: "melee_stikk";
    | | option: "range_burst2";
    | | option: "melee_blade_melee_blade";
    | | option: "melee_staff";
    | | option: "combo_pistol_melee_sword";
    | | option: "melee_blade_range_burst";
    | | option: "melee_claw";
    | | option: "range_heavy_automatic2";
    | | option: "melee_claw_range_assaultcannon";
    | | option: "melee_claw_range_flamer";
    | | option: "melee_spear";
    | | option: "melee_2h_axe";
    | | option: "melee_blade_range_burst2";
    | | option: "melee_claw_range_burst";
    | | option: "melee_talons_talons";
    | | option: "range_missile_launcher_pvp";
    | | option: "melee_blade_range_pistol";
    | };
    | wargear_consumable_type: {
    | | option: "none";
    | | option: "medkit";
    | | option: "ammo";
    | | option: "supplies";
    | };
    | wargear_drop_type: {
    | | option: "none";
    | | option: "weapon";
    | | option: "armour";
    | | option: "commander_accessory";
    | | option: "accessory";
    | };
    | wargear_quality: {
    | | option: "common";
    | | option: "rare";
    | | option: "epic";
    | };
    | wargear_stance: {
    | | option: "dont_care";
    | | option: "melee";
    | | option: "range";
    | };
    | wargear_tag: {
    | | option: "untagged";
    | | option: "terminator_armour";
    | | option: "plasma_cannon";
    | | option: "jetpack";
    | | option: "heavy_bolter";
    | | option: "power_armour";
    | | option: "scout_armour";
    | | option: "bolter";
    | | option: "sniper_rifle";
    | | option: "banner";
    | | option: "iron_halo";
    | | option: "teleport_pack";
    | | option: "missile_launcher";
    | | option: "cyclone_launcher";
    | | option: "thunder_hammer_shield";
    | | option: "master_crafted_grenade";
    | | option: "frag_grenade";
    | | option: "flamer";
    | };
    | wargear_type: {
    | | option: "armour";
    | | option: "accessory";
    | | option: "commander_accessory";
    | | option: "weapon";
    | | option: "consumable";
    | };
    | weapon_stance: {
    | | option: "range";
    | | option: "melee";
    | };
    };

  46. #196
    Nice find.
    I wonder what "jerk" is from here:
    | alliance_relationship: {
    | | option: "neutral";
    | | option: "ally";
    | | option: "enemy";
    | | option: "self";
    | | option: "jerk";


    How did you get Fexes to have a hero upgrade bar? That is awesome.

  47. #197
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    use the search function....

    search 1

    search 2

    pretty much in those links is how you do it.

  48. #198
    Oh I tought there was a new solution instead of that invisible squad thing. That would take up a lot of memory.

  49. #199
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    yea :/ that's why we only have it on single entity squads.

  50. #200
    Wow I haven't been on the forums for a long time, but to come back here and see this in action....awesome!

    Glad to see the old crew in action, and I look forward to your no doubt excellent work!
    "Everyone has their own god to kill for, they just all have different names."

    Allegiances: My 40k fanfic

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