Helpppppppppppppp!

Helpppppppppppppp!

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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nazdawg07
Posts: 29
Joined: 03 Mar 2007, 00:09

Helpppppppppppppp!

Post by nazdawg07 »

All i want to do is make eradicators and chainsaws be able to shoot land units......can i pleas eget some help its for version BA4.7......THIS WOULD SERIOUSLY MAKE MY WEEK IF SOMEONE COULD HELP IM KINDA NEW TO SPRING
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Arent those aa missile turrets? If yes, you cant make em shot on surface units, unleash you play XTA.
nazdawg07
Posts: 29
Joined: 03 Mar 2007, 00:09

Post by nazdawg07 »

its not on XTA though that only has all the oldd units...this is so frustrating...is there any gun i can download thats like chainsaw?? i like the idea of machine guns protecting my base..and i used to be able to use them on normal total annihilation back in the day
nazdawg07
Posts: 29
Joined: 03 Mar 2007, 00:09

Post by nazdawg07 »

so is there anything i can do?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Build laser turrets?
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

You can edit the mod (weapon definitions), but it will then be impossible to use it in multiplayer. Or you can make a mutator that just allows those weapons to fire on land units. That way you still have the base mod intact and can play it in multi.
If you want to know how to do all of that, read some docs on Spring modding (Spring Wiki is a good place to start).
nazdawg07
Posts: 29
Joined: 03 Mar 2007, 00:09

Post by nazdawg07 »

nice so how do i edit the mod....do i need to download a programm?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Read the Spring Wiki.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

nazdawg07 wrote:nice so how do i edit the mod....do i need to download a programm?
I think doing what you want is pretty easy. Download a program called 7zip, use it to open the BA file, enter the units folder, find the unit you wanna edit and use right mouse button to edit it with notepad. I think that if you eraze the line called "bad target category" from the unit you wanna change it will become able to shot at anything, but im not sure. Anyway it wont be easy to convince people to play your version... :P
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Bad target means it will try to avoid hat target, what you want is either OnlyTargetCategory for the unit or toairweapon for the weapon. Keep in mind that such changes mean the B in BA is no longer applicable.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

if you like machine guns download the mod E&E, you can build gatling turrets there :shock: :shock: :shock: 8) 8) :lol: :shock: 8) 8) :roll:
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

KDR_11k wrote:Bad target means it will try to avoid hat target, what you want is either OnlyTargetCategory for the unit or toairweapon for the weapon. Keep in mind that such changes mean the B in BA is no longer applicable.
This just made me remember that BA doesnt needs that B anymore since AA ceased existance... :P
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

so lets just call it A
nazdawg07
Posts: 29
Joined: 03 Mar 2007, 00:09

Post by nazdawg07 »

This is what i get so what do i need to delete or change in the file...thanks for teh help


name=Chainsaw;
unitname=armcir;
buildcostenergy=8145;
buildcostmetal=702;
buildtime=19004;
category=CORE LEVEL1 STRATEGIC WEAPON NOTAIR NOTSUB ALL;
description=Bombs-Resistant Medium-Range Missile Battery;
footprintx=4;
footprintz=4;
maxdamage=2500;
objectname=ARMCIR;
side=ARM;
soundcategory=GUARD;
tedclass=FORT;
brakerate=0;
acceleration=0;
maxvelocity=0;
maxslope=10;
turnrate=0;
yardmap=oooooooooooooooo;
builder=0;
workertime=0;
energymake=0;
energystorage=0;
energyuse=0;
metalstorage=0;
canattack=1;
canstop=1;
idletime=1800;
idleautoheal=5;
sightdistance=702;
weapon1=ARM_CIR;
wpri_badtargetcategory=VTOL;
explodeas=LARGE_BUILDINGEX;
selfdestructas=LARGE_BUILDING;
maxwaterdepth=0;
corpse=ARMCIR_DEAD;
smoothanim=1;
buildpic=ARMCIR.DDS;
icontype=building;
bmcode=0;
noautofire=0;
buildangle=65536;
seismicsignature=0;
firestandorders=1;
standingfireorder=2;
defaultmissiontype=GUARD_NOMOVE;
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