.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Search Forums

Showing results 1 to 6 of 6
Search took 0.00 seconds.
Search: Posts Made By: shinigami
Forum: SEV Modders Knowledge Base December 8th, 2006, 08:18 AM
Replies: 29
Views: 22,515
Posted By shinigami
Re: Component-dependant engines

Yeah, but if MM wants to make the game really mod friendly (more so than it already is http://forum.shrapnelgames.com/images/smilies/happy.gif ) why not take it all the way and come up with a method...
Forum: SEV Modders Knowledge Base December 8th, 2006, 02:08 AM
Replies: 29
Views: 22,515
Posted By shinigami
Re: Component-dependant engines

Quite true, Fyron, it does put a limit on the component of one per ship unless the modder plans things out very carefully.

Also, I've done some testing and have only been able to get the...
Forum: SEV Modders Knowledge Base December 8th, 2006, 12:37 AM
Replies: 29
Views: 22,515
Posted By shinigami
Re: Component-dependant engines

I was thinking more along the lines of odd requirements where the modder would need to use a dummy ability in order to make his concept work, same as the "Palace" ability was used for SEIV mods.
Forum: SEV Modders Knowledge Base December 8th, 2006, 12:30 AM
Replies: 29
Views: 22,515
Posted By shinigami
Re: Component-dependant engines

I didn't catch it earlier but Phoenix-D's posting of how SJ used the "Get_Design_Ability_Total" function is a great workaround to not being able to add our own ability types. Using it you can make...
Forum: SEV Modders Knowledge Base December 7th, 2006, 11:39 PM
Replies: 29
Views: 22,515
Posted By shinigami
Re: Component-dependant engines

When I try to use "Test" as an ability on a component I get an "Unknown Value" error.

I don't think I'm following what you're saying, CK.
Forum: SEV Modders Knowledge Base December 7th, 2006, 09:54 PM
Replies: 29
Views: 22,515
Posted By shinigami
Re: Component-dependant engines

Something like that would really open up our modding options and eliminate the need for the AI tags.

I was thinking about something like this:
<font class="small">Code:</font><hr /><pre>Ability...
Showing results 1 to 6 of 6

 
Forum Jump

All times are GMT -4. The time now is 01:02 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.