Change AnimationActivate to AnimationPermOpen
Best posts made by Mavr390
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RE: stand-up animation like the GC
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RE: Check for Specific Mods Loaded
@rama Quite a long time ago I found (in one of the mods) a modlocator.
local MODfound = 'nottrue' function MODisactive() if MODfound == 'nottrue' then MODfound = GetActiveModLocation("Your mod ID") end return MODfound end function GetActiveModLocation( mod_Id ) for i, mod in __active_mods do if mod_Id == mod.uid then LOG("MANIMAL\'s MOD LOCATOR INFO: Active Mod Found (name="..(mod.name or 'unknown')..", UID="..(mod.uid or 'none')..", location = "..mod.location..") .") return mod.location end end return nil end
I always keep this file in the root folder of the mod.
It gives variety. If the mod is enabled, then one action occurs, and if it is disabled, then another.
In *script.lua it looks like this:local MODISACTIVE = import('/mods/Your mod name/modlocator.lua').MODisactive() OnStopBeingBuilt = function(self,builder,layer) if MODISACTIVE then else end Unit.OnStopBeingBuilt(self,builder,layer) end,
Try. This modlocator helps me out.
Latest posts made by Mavr390
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Nomad Abilities Panel
Hi all)))
When I first tried out the new NOMAD race, I really liked their ability panel and the ability to launch nuclear missiles from all launchers at once. After some time, I found a mod in the Domino archives that adds such a panel to the classic Forged Alliance.Now a question for the experts. How to implement this in the original Forged Alliance???
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RE: Commander Survival Kit (A new SIM Mod)
@zeldafanboy What units were in the xbox version that are not in the PC version??
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RE: Check for Specific Mods Loaded
@rama Quite a long time ago I found (in one of the mods) a modlocator.
local MODfound = 'nottrue' function MODisactive() if MODfound == 'nottrue' then MODfound = GetActiveModLocation("Your mod ID") end return MODfound end function GetActiveModLocation( mod_Id ) for i, mod in __active_mods do if mod_Id == mod.uid then LOG("MANIMAL\'s MOD LOCATOR INFO: Active Mod Found (name="..(mod.name or 'unknown')..", UID="..(mod.uid or 'none')..", location = "..mod.location..") .") return mod.location end end return nil end
I always keep this file in the root folder of the mod.
It gives variety. If the mod is enabled, then one action occurs, and if it is disabled, then another.
In *script.lua it looks like this:local MODISACTIVE = import('/mods/Your mod name/modlocator.lua').MODisactive() OnStopBeingBuilt = function(self,builder,layer) if MODISACTIVE then else end Unit.OnStopBeingBuilt(self,builder,layer) end,
Try. This modlocator helps me out.
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RE: AI Wave Survival Mod Information
@rama, thanks for the answer. In FAF I tried it and I liked it. So I wanted to know if there is an opportunity to run on vanilla.
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RE: AI Wave Survival Mod Information
Hello Rama!
Your mod works on vanilla version??? -
RE: stand-up animation like the GC
Change AnimationActivate to AnimationPermOpen
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RE: New mod: "AutoReclaim (dwm)"
Hi dwm!!!
Great work!!!
Thanx for improving the code. Really started to work better !!!