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 endI 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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RE: experimental strategic missile defense system idea
Unfortunately, it doesn't work. It's quite possible that this is because I'm testing everything on the vanilla version of the game. Perhaps something has already been changed in FAF, and that's why it doesn't work for me.
The code I have written in both files is in the attached file.
For testing, I created a nuclear mother missile that disintegrates into 10 fragments. When it disintegrates, the strategic missile defense system fires all 24 missiles, although 10 would have been sufficient. How can I solve this problem?
GEB4403.txt -
RE: experimental strategic missile defense system idea
Some time ago, I decided to build an experimental defense system for the AEON based on a Colossus magnetic cannon with two barrels (as it later turned out, they interfered with each other), and someone gave me a piece of code that solved this problem. I applied it to my experimental missile defense system. Each barrel is a separate weapon in *script.lua . The missile defense system has 12 barrels, and they can all launch 12 missiles simultaneously with this code. But the problem is that any massive launch of more than four nuclear missiles will empty the silo's entire supply instantly. To test it, I loaded the silo with 24 missiles. Here's the code:
IsTargetAlreadyUsed = function( self, target ) local wep for i = 1, self.unit:GetWeaponCount() do wep = self.unit:GetWeapon( i ) if ( wep != self ) then if self:GetRealTarget( wep:GetCurrentTarget(), wep ) == target then self:ResetTarget() self.AimControl:SetResetPoseTime(2) return true end end end return false end,How can I make each barrel use only one missile at one target, taking into account the rate of fire?
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experimental strategic missile defense system idea
Hello!!!
I've come up with the idea of creating an experimental missile defense system. It will be the only one available for construction (how to do this isn't a problem) and will have a large protection radius. I want its main feature to be 99 percent damage absorption when it's not in fire mode. I know how to do this for it in any state, but I need it to take +300 percent damage when in fire mode. How do I implement this? -
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 Project
@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 endI 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