@cdrmv hey man.
Awesome work on those models. As for the undergroundground movement, I am very curious about it.
Mind if we take this to messages? I ask because you have a do not disturb turned on.
Posts made by DDDX
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RE: Commander Survival Kit (A new SIM Mod)
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RE: SAM Overkill Control v0.3 (2015)
@jip yeah i noticed that, results in a massive dps gain and much less projectiles wasted, specially torpedos
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RE: Modular Fatboy (2014)
the what Fatboy?
Ufff I gotta check this one out! -
RE: Galactic Colossus unit thrower V0.6 (2014)
awesome. Thanx man. Disregard my PM then
(i mean, you can still write, like for Christmass and such... if you want...)
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RE: Are these mods possible?
@jip Total Mayhem is an easy one. I can give you/Uveso permission, as I have been given permission "to do whatever you want with it, thanks for asking me and not just doing it anyways" - answer I got from Burnie once I managed to track him down (search led me all over the place, finally discovered him on FB).
So if I, DDDX, can do whatever I want with it based on Burnie's approval, well then I want it to live on and be mainteined to the fullest of its potential
So whatever you need from me lemme know.To clarify, I was approached some time ago regarding using some models in my own mod, namely editing them without permission, and was told I needed to take them down or get permission. And so I did
And yes, I do have screenshots (at home somewhere, am at work ATM).Same goes for my map and mod - whatever you need to keep it bug free/keep it going, you got it. Just lemme know. Mods, specially good ones, need to live on for enjoyment of us all.
So...what do I gotta do?
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RE: Allow AI to use specific units, disable same units for players.
@tankenabard unfortunately no. The best advice I can give you is to look at others code.
Get a couple of simple mods, the simpler the better, then see what it takes to get a simple mod going.
Then find a mod or map that disables certain units - that will show you how it's done.
Then all you need is to apply and tweak the code to your needs and wants <-- that's the part nobody can help you with -
RE: Are these mods possible?
@resin_smoker I'd love to see your code for that GC
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RE: Commander Survival Kit (A new SIM Mod)
daaaaaamn....nice units.
I really REALLY like the point system, wish I had something like that for my hero units in my survival instead of enhancements & veterancy...
Gonna check your code out, I'm really curious how you did it.
Good work man. -
RE: Allow AI to use specific units, disable same units for players.
if that mod has those units in build platoons, then the AI will build them.
You would need a script, either in a map script, or as a mod, where you can choose which players can or cannot build stuff, deciding by many factors - which army it is, is it an ally or an enemy, is it human...
You could disable it just fpr all human type players, or also for AIs allied to humans as well.My map has a "detect active mod" part, where if a mod is (not) present, it does different stuff. So you could make it for several different mods, if they are present then set build conditions...Take a look at DDDX RPG survival script.lua file
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RE: Unknown Error Causing Infinite Loop
play with cheats. Spawn the boss in question, then look at the log.
This will give you a starting point where the problem lies.
I have tons of units attached to other units (buildings and mobile alike), they come and go based on which attachment or power-up was taken, or which enhancement built, so that part should not be an issue.But the log is your friend, use it.
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RE: DDDX RPG survival (map and mod)
@myxanoid new Version uploaded to the Vault.
Fixes some of the issues. As for the Cybran lvl1 targeting, it's due to retargeting and shooting of weapons on Overcharging. I will try and find a workaround for that, for now, simply try overcharging in the same direction as your main turret is facing - should resolve the issue temporarily.Data from the "Changes.txt" file inside the mod:
Patch 172Map:
Fixed clean-up of unused stuff in South that remained when lower difficulties are chosen
Leveled terrain under some turrets
Created 2 GLOBAL anti teleport towers - kill those first to enable teleporting across the map, then the smaller, local ones guarding various areas.
Reduced max build time to 6 minMod:
Fixed Aeon lvl 2 hero not evolving to next lvl at full veterancy
Buffed lvl 1 and 2 Aeon hero lasers dmg slightly
Fixed lvl 1 Cybran hero torpedos not working
Reworked Cybran hero special ability & accompanying enhancement (Siren's song), removed the previous teleport-based ability.
Created Armored Command Assassin unit, added to some mission waves
Further buffed certain high-end units and mission based on the number of Paragons the Defenders managed to build
Fixed Fire beetles and DOOM beetles not suiciding when close to target
Improved target acquisition & behaviour of zombified units and of Interceptors (Carrier drones)
Buffed Zombie Habitats HP by cca 30%, reduced mass value by cca 20% of all Zombies and Habitats
Buffed Legendary units (Novax sat more dmg, Supershield more hp to shield, Sloth 100k more hp, Regen turret more self regen)
Increased TotalA sub shield size slightly
Nerfed Artemis sat damage
Reduced big rock mass cost to prevent hero farming veterancy off them, but gave them x2 mass in wrecks when destroyed, to compensate -
RE: Are these mods possible?
@cdrmv uu that's cool.
Mind if I use that for myself, in my survival mod?Will check it out, am curious how you handled the move order to the air unit based on the previous move order.
I agree, it's much more elegant. Might I suggest, if giving that ability to a bigger unit, youi also do an AoE damage to the landing zone, as part of the ability? So not only do you surprise move where you previously couldn't, you also slam the ground as you arrive there. -
RE: Are these mods possible?
@veteranashe you cannot toggle a unit to fly.
It's an entirely different movement type.
What you CAN do, however, is cheat.
As in, remove the existing unit and in its place put the same unit, copying its current stats, orientation, but this new unit is a flying unit that's landed. Same as when it lands - you remove it and place a land unit in its place, copying current stats & orientation.I did this with my "Sloth" Legendary class experimental, in my mod Survival Maybem & bo balance". At work now so I don't know the unit's designation, but cheat spawn it under Sloth , and it will spawn.
You can take it from there.I myself used a Kykhu Oss, or similar, unit, from the so called mod someone made, to make mine.
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RE: ACU's Being Counted as Naval Units
I LOVE the CalculateTotalEnemyUnitsOfCategory! Wish I had known about it sooner. Very useful.
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RE: DDDX RPG survival (map and mod)
@newbiennoob so why don't you?
It's in map settings, under "Mute starting chit-chat" or however i called it
Completely turns off the starting battle sequence. Just disable it in the Lobby of your game when you host. -
RE: DDDX RPG survival (map and mod)
v171 is out.
Main purpose was to fix error in previous patch that made main waves break when Paragon gets built.
(yeah, making a Paragon in my map brings you all sorts of trouble down your neck...)Patch 171 - as usual, look into Changes.txt file inside the mod folder of my mod:
Map:
Fixed main waves stopping if Paragon gets built
Tweaked naval nukes for when Paragon gets built
Fixed Sats side mission not triggering when all missions are selected
Removed allied reinforcements (units) for diff over 38, if it was selected under Extra Defences -
RE: DDDX RPG survival (map and mod)
V170 is out.
v168-9 were fixes to things that got broken with FAF patching, whereas v170 dealt with minor bugs and balancing things out, as well as making my map unattractive for higher (38+) difficulties, or Paragoning.
Seriously folks, just remove OP mods like ExMex or low cost upgrades, and play this thing on normal (or even reduced) difficulty - you get the same challenge + much faster SIM speed due to less units.I still need to fix hero bonuses misbehaving, for now avoid that option (default is OFF), you may use the new hero buff option to help new players handle the hero + I added a buff if build time is above 6min, to help mitigate lack of farming for hero.
From the Changes.txt inside the mod folder:
Patch 170
Map:
Fixed nuke launch script
Increased nuke launch at late game, and more with bigger diff
Scaled bosses, mission objectives, Universal Colosus...even more, with bigger diff, to discourage extreme diff
(this includes tele SACUs, Extra minibosses, transport dropship veterancy, and a lot more)
Cleared out navy spawn area if naval Omega boss is chosen
Allied Pride miniboss should no longer make reinforcements - finally...
Buffed several missions/bosses/units if Paragon gets built
Reduced veterancy level to 0 for default difficulty (was 1 earlier, should make things a bit easier)
Leveled terrain around bases to adjust for new terrain-building interaction
Tweaked SACU teleport script (added Othuys on later spawns, as well as veterancy for higher diff)
Added another wave of mini Bosses spawning late game, if that mission is selected, increased hp for higher diffMod:
Fixed shields not respawning on units that are attached to other units, after they go down
Buffed all lvl 1 heroes if build time is longer than 6min, to help them evolve to next level
Nerfed Dominator exp turret death damage (50% range and dmg)
Buffed Spiderlord, Centipede, UC health
Nerfed Yolo damage back to 200 000 from 300 000
Buffed "bubbles" mission if it's chosen - increased Duke and Count HP, shields
Buffed "Arachnophobia" mission wia added veterancy for higher diff settings
Fixed Aeon "Inquisitor's rain" enhancement not dropping down projectiles with Overload
Fixed tractor beams not working on Aeon heroes
Fixed tractor beams not killing units they pull
Fixed UEF hero sats not nuking on suicide
Fixed Cybran hero EMP missile not EMPing enemy
Fixed Balrog upgrades on UEF hero lvl 4 and 5 crashing game when Balrog starts being built
Increased Sera hero Orbs hp, shields
Buffed Helios bomber bomb HP so it doesn't get wrecked by AA so easily
Patch 168 - 169
Map:
Added map option for hero to be a bit stronger (via better bonuses on veterancy + buff to hp and regen).
Fixed opening battle not clearing everything out/not killing defending commander in front (hopefully)
Leveled terrain under some buildings that made them crooked with new terrain behaviour.
Slightly nerfed naval waves, most notably via less subs, buffed air in waves slightly. - should make navy positions easier to playMod:
Fixed heroes not evolving to next lvl on veterancy gain. --this was a major f**k-up
Fixed Cy anti teleport and Aeon t3 transport cloaking units when they shouldn't.
Fixed Goliath bosses crashing up the game.
Added new option in map to buff hero slightly (cca 10-15%) to help new players with progression (default is OFF). --this is separate from hero bonuses - those i still need to fix, avoid using that option!!!
Many minor hot fixes of things that got broken with patching FAF. -
RE: DDDX RPG survival (map and mod)
play top vs bottom, and don't get slot 7 (that's allied to the enemy).
read the map description once you host it, in your lobby. -
RE: Total Mayhem 1.37 for all game versions
@dekker254 I regularly play with Blackops:Unleashed, Blackops:ACUs, and TotalMayhem, and never have any issue with icons.
Not to mention that no other supporting mod is neccesarry.As for ExCatalyst, you are not taking its range into account, which is extreme. If anything, it scould cost MORE, for what it gives.
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RE: DDDX RPG survival (map and mod)
@groove yeah, I know. It's due to some minibosses not being their own unit, with their own weapons and target restrictions, but just buffed versions of regular units. I will remake all the minibosses, and Omega final bosses, so that they both get unique atributes, and have customized weapons that will exempt high level units such as bosses from their abilities, such as has happened here.
Reworking bosses & buffing Omegas is on my todo list for future patches