Ye what is that two legged ugnought anyway? Looks funny.
Be careful of how you say that friend.You're kidding right? That's a bomb squig.
Ye what is that two legged ugnought anyway? Looks funny.
Be careful of how you say that friend.You're kidding right? That's a bomb squig.
Last edited by Cylarne_04; 4th Jun 11 at 1:21 PM.
When will you release new beta, Meloo? A will be GK army there as you mentioned on moddb?
Not sure when the next alpha will be out, but im about to release a patch in a couple of days
-++Orks!...Burn the beast!!!...++-
You're kidding right? That's a bomb squig.Ye what is that two legged ugnought anyway? Looks funny.
Anyway, i must say all this stuff looks fantastic, pretty cool.
Melooo, when will you release the next version? That Squig is looking great. Kinda funny having an ork head though. lol PS You checked the skins already by now right?
yeah i already saw the textures xD and already altered them a bit, thankswill upload a screenie with the alterations asap.
Hehe I was tweaking the stormboyz to display walking animations rather than hoovering and got carried away ended up doing tankbustas stuff :P
I think i can put the tankbustas in the upcoming patch, i mean all of this was coded already, it was just missing the proper models.
Those are gorgeous. Vanilla Tankbustas look so boring.
Now If only we could get those autoguns into the hands of guardsmen.
For the Greater Good!!
there's currently a pretty ugly model bug with the storm bolter gunner in space marine predators. i can't post screenshots right now but essentially if you look at him close you'll notice his chest plate is placed awkwardly and dislocated from the waist, leaving a large untextured hole. it looks pretty bad and i don't think the bug is present in any of the other pintle storm bolter upgrades for SM tanks. is there something that can be done to fix this?
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actually, here's a screenshot, using a slightly modified texture for marines, but works nonetheless
![]()
... A Squig? In an RTS Game? .... Why the hell has no one DONE this before?!
because nobody likes squigs that much![]()
Game had a Fatal Scar.
Playing as chaos, against orks, built 1 power gen an barracks (forgot what its called) had renegade militia command squad, had tsons squad, it crashed when i started building the armory.
For the Blood God
Death to the False Emperor
erm annihilate if i remember rightly, i also had "Day and Night", "Dedicated Transports", "fallback rule", "Heros", "interval Dumps", "Massive Battles", "No More Fog" and "weather" on.
Yanlou, you better provide a screenshot of console in the right moment of error raised. It save time for Melooo
(Press Ctrl+Shift+~ to open a console)
Melooo, can you make the Ard Boy wargear stay when the Stormboy wargear is also active? This opens wide selection of possibilities for numerous moddersPretty Please
Last edited by Whiteshield; 16th Jun 11 at 2:37 AM.
@Whiteshield: sure thing
BTW i've worked on all the winconditions fixing them, specifically heroes and now should work as marvel, even added new fx for showing veterancy a la C&C style :P
However it isnt perfect as the Heroes scar code spawns the fx at the location of the unit instead of the unit itself, so the chevrons tend to have a sort of "delay" following the unit while moving
#222
Instead of the chevron (which is a neat, simple idea), how about a form of ground decal, like the ones used by the Honour Guard in the Campaign? IIRC SCaR can assign abilities to units mid-mission, so you could assign this "passive" ability that projects a decal on the ground at their feet (and swap it out for a new decal/ability every time the unit levels up)?
As it's an ability, it would follow the unit perfectly as well. Might look a bit odd on multiple-entity squads though![]()
I am an Iron Warrior! Iron Within, Iron Without!
#223
Like Gorb suggested, abilities would work, I think.
The abilities could enable an event, like say the Dark Eldar tracking device FX.
Then you can have the SCAR code enable the abilities. It would be pretty time consuming as you would have to add the event to each unit.
-It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
-Make something idiot proof and nature will create a better idiot.-
-Me fail English? That's unpossible!-
@Gorb - I think I like Melooo's idea better. The honor guard rings you said would work look great on every leader unit which includes squad leaders, but not on cannon fodder units. Plus its less messier that way. I never really liked the idea of the Imperial Guard Regimental Bodyguard having those huge honor guard rings.
@Melooo - does the dark eldar and sisters taskbar correctly present their global abilities on this update?
nope i havent worked on those races UI
About using event enable modifiers, yeah i thought on that, i could make the veterancy event act like the ability aura making it show a different image depending on the value of the modifier...however i wouldnt know where to add that modifier....i've looked at the heroes code and well i got lost on what is what xD
Before I forget, is has the population bug been fixed for the ork taskbar? also although you haven't worked on sisters and DE taskbar, have you started working on it?
#228
@melooo - from the looks of it you would need to replace the World_FXEventSquad line in heroes_manager.scar with Cmd_CastAbilitySelf, which is what the Sisters Stronghold Living Saint uses to become invulnerable. Insert the appropriate ability and it hopefully will work. Use it again to turn off the ability.
The ability would probably need to be a toggle type ability to make this work I think.
#229
#230
World_FxEventSquad in the heroes SCAR is triggered once per second IIRC, it might be once every half second.
If you can add it with Rule_Add() then it triggers eight times per second and may reduce the delay quite noticably. You will still encounter some delay though and the ability solution is more elegant.
The ability the heretic builder has (the one where you work the bastard to death) has on/off controls and can be triggered with Cmd_CastAbilitySelf() so maybe there's some clues there as to how to proceed.
"Dad, I don't want to get married when I grow up."
"Why not son?"
"well... I think I'd rather run my own life."
O.o
"Thanks for that son."
-My son age 6.
Actually i think is this function im looking for, Modifier_SGroup_FX_Enable, it jumps out the need of an ability that applies the modifier, by applying the modifier directly.
So my idea would be something like this
I just guessing, not sure if something like this would workCode:function VeteranEvent(eSquadID, iLevel, iUnitIndex) if (iLevel == 2) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) if (iLevel == 3) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) if (iLevel == 4) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) if (iLevel == 5) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) if (iLevel == 6) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) if (iLevel == 7) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) if (iLevel == 8) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) if (iLevel == 9) then Modifier_SGroup_FX_Enable( eSquadID, ability_bonus_unit, 1 ) end end end end end end end end end
#232
So many nested ifs wouldn't work, because if it gets past the first if, iLevel would be equal to 2 then it will never do any of the others. Just use if and elseifs statements, i.e.
if() then
elseif() then
elseif() then
end
This is very interesting. I've always wanted to add icons or something on the units to make them easier to tell apart like in DoW2. I'll try learning my way around the FX Editor and SCAR and follow what's being discussed in this thread.
The Dark Angels Mod - "Repent! For tomorrow you die!"
Yeah you're right, however i couldnt do as morat says cause i need that each levels add +1 to the modifier so the FX changes.
But also im not even sure if the SCAR modifier would work like in luas modifier able to stack up the 1's for displaying the different events.
This is what i added to the event manager ext on the ebps
now with lua modifiers you enable with 1 or disable with 0, but with active range true you can have a different event depending on the value you get from the modifier, ei with a value of 8 it will show hero_lvl8.Code:GameData["event_manager_ext"]["event_31"]["event_entry_01"]["active_range_max"] = 1.00000 GameData["event_manager_ext"]["event_31"]["event_entry_01"]["active_range_min"] = 1.00000 GameData["event_manager_ext"]["event_31"]["event_entry_01"]["event_name"] = "heroes_events/hero_lvl1" GameData["event_manager_ext"]["event_31"]["event_entry_02"]["active_range_max"] = 2.00000 GameData["event_manager_ext"]["event_31"]["event_entry_02"]["active_range_min"] = 2.00000 GameData["event_manager_ext"]["event_31"]["event_entry_02"]["event_name"] = "heroes_events/hero_lvl2" GameData["event_manager_ext"]["event_31"]["event_entry_03"]["active_range_max"] = 3.00000 GameData["event_manager_ext"]["event_31"]["event_entry_03"]["active_range_min"] = 3.00000 GameData["event_manager_ext"]["event_31"]["event_entry_03"]["event_name"] = "heroes_events/hero_lvl3" GameData["event_manager_ext"]["event_31"]["event_entry_04"]["active_range_max"] = 4.00000 GameData["event_manager_ext"]["event_31"]["event_entry_04"]["active_range_min"] = 4.00000 GameData["event_manager_ext"]["event_31"]["event_entry_04"]["event_name"] = "heroes_events/hero_lvl4" GameData["event_manager_ext"]["event_31"]["event_entry_05"]["active_range_max"] = 5.00000 GameData["event_manager_ext"]["event_31"]["event_entry_05"]["active_range_min"] = 5.00000 GameData["event_manager_ext"]["event_31"]["event_entry_05"]["event_name"] = "heroes_events/hero_lvl5" GameData["event_manager_ext"]["event_31"]["event_entry_06"]["active_range_max"] = 6.00000 GameData["event_manager_ext"]["event_31"]["event_entry_06"]["active_range_min"] = 6.00000 GameData["event_manager_ext"]["event_31"]["event_entry_06"]["event_name"] = "heroes_events/hero_lvl6" GameData["event_manager_ext"]["event_31"]["event_entry_07"]["active_range_max"] = 7.00000 GameData["event_manager_ext"]["event_31"]["event_entry_07"]["active_range_min"] = 7.00000 GameData["event_manager_ext"]["event_31"]["event_entry_07"]["event_name"] = "heroes_events/hero_lvl7" GameData["event_manager_ext"]["event_31"]["event_entry_08"]["active_range_max"] = 8.00000 GameData["event_manager_ext"]["event_31"]["event_entry_08"]["active_range_min"] = 8.00000 GameData["event_manager_ext"]["event_31"]["event_entry_08"]["event_name"] = "heroes_events/hero_lvl8" GameData["event_manager_ext"]["event_31"]["has_active_range"] = true GameData["event_manager_ext"]["event_31"]["modifier_name"] = "ability_bonus_unit"
#236
I'm pretty sure that you'd be able to using abilities, with different numbers in the modifier value box, although I can't be certain.
another model error i noticed: the coaxial storm bolter on vanquishers and conquerors doesn't have a firing animation, in fact, it vanishes when it fires.
#238
Is there any chance of having more randomised helmets/bits and effects with Chaos Marines?
At the moment, what seems to be happening is either they all get for example Berserker ears, or they all get none and there appears to be nothing in between, so it's quite difficult to tell them apart from normal Berserkers at times. A similar thing for Mark of Nurgle smog effects where only some of the squad would have the cloud around their bodies would be nice as well.
Also would it be possible for the Chaos Lord to have different aura effect colours depending on the mark chosen, for example red with Khorne, green with Nurgle, etc?
DOWNLOAD Purgation of Kaurava Alpha 1.5 Torrent Link
Megaupload and ModDB links will be posted soon
Oh and bear with the shitty 16kBps torrent sharing speed, it will get better once more people start to seed.
Change Log
@corncobman: well im open to new ideas, what do you have in mind for Khornate CSMs variety?
I still have pending to make the God specific parts TC
About chaos lords, yeah its possible, in fact quite easy to do but not a high priority thing...ill look into that once i finish up GK termies stuff.
Now about the heroes graphical thing, i kinda dropped that for now, tried reducing the time the FX updates but it still looks rubbish and havent found the way to get the modifiers idea working either. But who knows i might it a couple of tries again in a future.
niiiiiiiiiiiiice
ive waited for sooo looong for this
Omg this year is going to be special when it comes to mod releases. Thank you Melooo!!!
Claymore
Wow! Thanks! Downloading now.
MELOOOOO!So does Alpha 1.5 use a new taskbar.lua? So that the taskbar makes DE and SoB global abilites possible while allowing wargear via addons for commanders? Reply ASAP
Great work again dude!
sorry but no, i still havent touched those UI files
BTW here is megaupload link:
PoK 1.5 Megaupload Link
1st post updated
#245
Even if the Khorne "ears" were a bit more random so that only some of the squad have them, it would help quite a lot. Else some more variety of helmets, such as randomising normal CSM helmets along with mixing the plume and with the ears would probably be enough. As it stands the randomisation for Khorne doesn't appear to be working all that well as either the Khorne helmets appear for all members of all squads at the same time or else the helmets appear on none of them for all squads.
Glad to see that you are considering the Chaos Lord. At the end of the day it's all up to you.
I had a go with the inquisition, and noticed that their power generators seem to return requisition upon being completed. Is this a bug?
My god. This mod is simply beautiful. I adore the new terminator models.
Also the apothecary skin is wrong
Could you be more specific? and maybe show in a screenshot what is exactly wrongOriginally Posted by RMX
Nah completely intended and on every race, the requisition it gives you back is the same amount you spent on purchasing it, making power gens sort of free, same happens with Listening Posts.Originally Posted by subspace5000""
@Meloo: I hope it's ok if I reply here but... Jones Soulstorm main menu is a bit bugged. I tried it out today and instead of inserting his file into the main menu, insert the Dark Crusade's main menu into your soulstorm mod folder and BAM, no more Soulstorm or sun.![]()
This is what I get in the army painter. Haven't had time to test it in-game.
Spoiler
Also bad model for Inq. Stormtrooper Vet
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