Change AnimationActivate to AnimationPermOpen
Best posts made by Mavr390
@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
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???
@zeldafanboy What units were in the xbox version that are not in the PC version??
@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.
@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.
Hello Rama!
Your mod works on vanilla version???
Change AnimationActivate to AnimationPermOpen
Hi dwm!!!
Great work!!!
Thanx for improving the code. Really started to work better !!!