• airplane landing point in a blueprint?

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    SaverS

    the test is over and has confirmed my first statement about the attachpoint and the bones. Only the ability and the number of landing pads are defined in the blueprint. The landing site is designated in Blender. At least as far as I could test it.

  • BlackOps & BrewLAN Mod compatibility

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    ResistanceR

    it has been broken for a while i think, i remember trying to play coops with blackops(acus tho) and brewlan and it always dcs

  • Small QoL UI mods

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    Ctrl-KC

    @eternal otherwise I have to put these in conflicts

  • [UI][Modification] UI-Party scaled EcoControl panel with mexs

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    Ctrl-KC

    Bruh I've done ECO UI Tools already

  • Help with modelling and unit files

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    JipJ

    You're better off asking this in #modding-general, after giving yourself the modder role in #role-selection on the official discord. It is quite active there.

  • Sim mod request: reloading fighterbombers

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    CaptainKlutzC

    For what it's worth, Zero-K requires ALL bombers to reload at air staging after a single pass but all bombs are extremely powerful, and it's colossally infuriating because if your air player misses the radar signature heading towards the front line, too bad! The bomb is dropped and the bomber has already had its order stopped and is flying back over enemy AA to be refueled in the middle of the enemy base. Hope you catch it next time! Great idea in practice to stop bomber camping, I personally love the idea of having to reload t1 bombers after 5 passes, but horrendous execution in existing games.

    EDIT: Also an important note, the air factories in Zero-K come with a single refuel/reload point each, meaning you don't need dedicated air staging early game.

  • Expansion Technology Pack

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    I

    For example , we can display ST3sniper's toggle on a custom window , and give it custom tooltips so that it will be hard to confuse with their current mode anymore

  • where is the how to for modding?

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  • The FAF mod manager is missing must-have features

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    JipJ

    As I've said in another forum post: Best to get on the official discord, give yourself the modding role and ask about it in #modding-general . The people there can help you 🙂 !

  • Making Land Transport from existing unit(Solved)

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    UvesoU

    you are welcome

  • Additional Orders Extension

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    Ctrl-KC

    @javi sounds like a macros actually, but it really depends and very personal, it’s better to make your own changes in mods, which are not really hard.

  • This topic is deleted!

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  • [SOLVED] Remove teleport from Aeon and Seraphim SACU

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    S

    Install both - or use The LOUD Project where all that is already a part of the package.

  • Nuclear Repulsor Shields V23 for all game versions

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    UvesoU

    Update 03.Jul.2022 (v23)

    fixed function for Overlapping Shields, so it will not transfer damage to other shields.
  • Subtle Strategic Icons [UI]

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    N

    @dragun101 The mod just replaces strategic icons. It doesn't change which type of icon should be used for a unit (excluding the few units that have their icons altered specifically by this mod, these are listed in the opening post).
    And it only replaces icons, the mod provides, everything else is left untouched.
    So if a unit uses an icon, for that the mod offers no replacement, then you will just get the original icon.

  • FullShare But Not For Tech [SIM]

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  • Mod Suggestion: Improving Hotkey Usage

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  • billythekid/slimboy

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    S

    maybe. I want to test it out in campaign but supcom annihilation compilation mods act weird

  • Question on Control Group Assignment Lua

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  • Skin UI mods

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