GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Lotus is awesome, and she's the only hero unit that can detect stealthed units. Super Lotus is even better and CHEAPER at that. Kell, obviously he's going to lose against the direct counter to a Hero unit, but the Kill Pilot ability is way more useful than you may realize. Burton is pretty decent, but he can slaughter quite a few units once he gets Veterency to Level 3. Heck, even at Level 2 he's pretty devastating. Plus, he can climb cliffs which can be useful for sneaking into someone's base.
Well, anyways, I can't fully commit to the mod for some time but I will be happy to do some coding and mapping. I'm not so good at the scripting but I'm fairly decent at map geometry and aesthetics. Edited by user Saturday, February 11, 2017 5:08:42 PM(UTC)
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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MajorJoined: 3/27/2015(UTC) Posts: 490
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(Actually, Jarmen Kell can also detect stealth) I have less complicated way of doing it. When you train an avenger, you spawn an un-killable object that spawns the actual unit. You put the MaxSimultaneousOfType on the un-killable object. Edited by user Sunday, February 12, 2017 7:25:22 AM(UTC)
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Where are we all on this? I've been fiddling with some of the faction stuff (Logos, Strings, etc.). I've also been looking for Audio clips we could use for things like "We Are Victorious" and the like. And skirmish music. Anyone know where I can get some MCU sounds (Like an MCU version of this site)? At the moment I'm still using the original factions to test all this stuff on. I would like to get some mod objects in soon (even as one off units. At least I'd be able to test them and fine tune them). |
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GeneralJoined: 3/8/2016(UTC) Posts: 1,165  Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Hey Guys I Had a Bit Knowledge About Skinning And Might be Useful Here ; Just Add The Wanted Skin Then i Will Do The Job Addin Some Models here That Can Be Used As A Misc In MissionsEdited by user Friday, February 24, 2017 4:24:28 AM(UTC)
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 2 users thanked AdrianeMapMaker for this useful post.
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Originally Posted by: KlingonDragon  Where are we all on this?
I'm on standby, and will be ready whenever the mapping is needed/discussed. |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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PrivateJoined: 1/12/2017(UTC) Posts: 23
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Originally Posted by: Klingondragon  Where are we all on this?
i am on stand by for some time
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GeneralJoined: 3/8/2016(UTC) Posts: 1,165  Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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No Classes In 4 Days Gonna Share Some Misc For This Mod That Are Being Used In My Mod Edited by user Tuesday, February 28, 2017 7:25:17 AM(UTC)
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Really, The priority should be making models for our new units. |
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GeneralJoined: 3/8/2016(UTC) Posts: 1,165  Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Well I Am Not The Model Maker here Only Skinner Thats Why - ""Just Sharing My The Actual W3dObject will Be Used In My Mods"" - If There Some Unique Stuff That i made In My Mod ; Sure It Will be Added Here Edited by user Tuesday, February 28, 2017 7:34:08 AM(UTC)
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 1 user thanked AdrianeMapMaker for this useful post.
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ColonelJoined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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What's the current update on this? Anyone have any news? |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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 1 user thanked zero hour mad map maker for this useful post.
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PrivateJoined: 1/12/2017(UTC) Posts: 23
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i donot no maybe we have to standby more time
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I've been working on ideas for new controlbars. And I built a massive castle in the sims 4. Edited by user Tuesday, March 7, 2017 8:25:57 AM(UTC)
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GeneralJoined: 3/8/2016(UTC) Posts: 1,165  Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Hey Man ... Tried to Find More Member's That Will Help You In this mod I Found Some Personel Full Active In Revora and Gentool Home Edited by user Wednesday, March 15, 2017 5:25:21 AM(UTC)
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 1 user thanked AdrianeMapMaker for this useful post.
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MajorJoined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Well I'll just rewrite this thing seeing you have a team already. For your carrier I've dealt with the idea of a mobile carrier and its a pain. Mostly becuase airfield bones don't seem to stay attached to the object once it's built. I've done the "deploy" method it works but this causes another problem. Planes can't float they follow the bones if it deploys but when they get to the end they will just sink to the ground. I remedied this with my mobile carrier by creating an entire set of hand made aircraft that the models actually put the plane as high the carriers deck. This fixes that problem but creates another... when the plane then takes of it doubles the height at which the plane is flying and since your carrier is already flying the aircraft will probbly be off screen. Best bet would be the garrison idea it's not flashy but it works mostly without flaws. If it wasn't the helicarrier it could be done but fly carrier throws even more complexities into the mix. Sorry to be the downer... Edited by user Sunday, March 19, 2017 10:29:52 PM(UTC)
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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PrivateJoined: 1/21/2013(UTC) Posts: 43 Location: San Sai Thanks: 7 times Was thanked: 3 time(s) in 2 post(s)
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Originally Posted by: qqqqqqqqqp  Well I'll just rewrite this thing seeing you have a team already.
For your carrier I've dealt with the idea of a mobile carrier and its a pain. Mostly becuase airfield bones don't seem to stay attached to the object once it's built. I've done the "deploy" method it works but this causes another problem. Planes can't float they follow the bones if it deploys but when they get to the end they will just sink to the ground. I remedied this with my mobile carrier by creating an entire set of hand made aircraft that the models actually put the plane as high the carriers deck. This fixes that problem but creates another... when the plane then takes of it doubles the height at which the plane is flying and since your carrier is already flying the aircraft will probbly be off screen. Best bet would be the garrison idea it's not flashy but it works mostly without flaws. If it wasn't the helicarrier it could be done but fly carrier throws even more complexities into the mix. Sorry to be the downer... Can't you change the max height that planes fly at? Thus negating the issue where the planes fly off the screen? Rather clever idea by the way, with the models.  Edited by user Tuesday, March 21, 2017 10:46:28 AM(UTC)
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"Overlord Moving." |
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MajorJoined: 3/27/2015(UTC) Posts: 490
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It has the weird side effect of ground units using ground-only weapons at the jets. They can't hit the jets because the hitbox is offset.
It's the same issue with Drones actually-- since they don't fly at standard height(100ft) they fly at above their parent vehicle(50ft). |
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MajorJoined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Changing max height might work but that might cuase more side effects but it would really look weird probbly... the side effects of changing the models to be taller is they turn mid air REALLY weird. I suppose you could have the planes be touching the ground and that would fixe the double height thing but tgat also creates a side effect the hit box is on the ground soo...Yea. like I said carrier is a cool idea IF you can work out evey kink. But all these probelms are for a boat based carrier and since the carrier they are useing flys it will cuase who knows what type of anomalies... Also it I had to get rid of the without payload plane would die becuase un-deploying it with the planes on it caused them to explode as well but I coded my carrier when I was younger and naive now I'm surprised I got it to even remotely work |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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PrivateJoined: 1/1/2017(UTC) Posts: 15  Thanks: 69 times Was thanked: 3 time(s) in 3 post(s)
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You guys still doin this right? ;3 |
(removed signature image, please pick a much smaller one -pk) |
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I think the team is just too unorganised. |
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GeneralJoined: 12/30/2011(UTC) Posts: 982
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Originally Posted by: Klingondragon  I think the team is just too unorganised. Maybe because the leader doesn't know how to lead..~ |
Panem et kirkinses |
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