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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    • RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

      @uveso could you tell me where perftest_script.lua located?

      posted in Mapping
      MrShadyM
      MrShady
    • RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

      @uveso
      @Penguin_
      @DDDX

      Okay so com is spawning now, but I noticed that as soon as I rename selected group of units in the Map Editor anything other than 'INITIAL' (even without touching scripts) - they simply never spawn.

      When I rename that group back to 'INITIAL' they can spawn.

      I decided to address them as 'INITIAL' to patrol, but then they don't spawn again

      I believe this group or even army 'ARMY_17' should be pre-defined earlier.
      No idea how to do this though.

      Sorry guys I'm not experienced with code at all.programming genius.JPG

      Deleted function OnStart because it bugged me and now game starts and my units appear but they never move to the center...

      posted in Mapping
      MrShadyM
      MrShady
    • RE: DDDX RPG survival (map and mod)

      awesome stuff mate!

      posted in Modding & Tools
      MrShadyM
      MrShady
    • Make Custom Missions/Campaign Editor

      Hello, Happy New Year!

      We all know that little thing that's become very popular very quickly. It's called Map Gen.

      While Coop Mission Gen is a tedious task, I am more than sure that Mission/Campaign Editor isn't.

      We already have Map Editor(s), all we need is someone adding ability for units to patrol in formations via markers a-to-b-to-c; wait-time-to-respawn, objectives signature upon destruction-capture, completion of the mission, add intro-outro, voice, cinematics-to-markers etc etc.

      It doesn't have to be all of the things possible at once.
      You could add very basic features like patrol and objective at first. Then motivate community to contribute on improving that Mission Editor.

      Then Coop Missions would have to be approved by staff, where the best ones are to be featured as officials, while others (unofficials) could be added into the Mission Vault like maps rn.

      Abundance of Creative Coop Missions will skyrocket community numbers in itself greatly, that's why introducing monetary reward for complete/partial scripting of Mission Editor is def worth it.

      What do you think?

      posted in Modding & Tools
      MrShadyM
      MrShady
    • RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

      @dddx not sure what's wrong, maybe something to do with map type, cuz it's skirmish.

      when starting the game units dont spawn, however music plays.
      all unit names are named correctly

      blank marker in the center "SURVIVAL_CENTER_1"
      "ARMY_17" and "GROUP_101"

      local Air1 = ScenarioUtils.CreateArmyGroupAsPlatoon('ARMY_17','GROUP_101','AttackFormation')
      Air1:AggressiveMoveToLocation(ScenarioUtils.MarkerToPosition("SURVIVAL_CENTER_1"))

      edit yeah I dont think it's something to do with map type
      probably units spawn info missing
      +music and in-game time works, I can move cursor, no units are spawning though

      Do I maybe need to implement [if] [end] stuff?

      posted in Mapping
      MrShadyM
      MrShady
    • RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

      @penguin_ thx)

      posted in Mapping
      MrShadyM
      MrShady
    • RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

      @dddx hey man this is virus from another acc. thx for advice,
      great survival maps btw!

      It was 10/10 soon as I saw text above the map written with terrain brush 😁

      gonna have to study your scripts 🙂

      do you have discord?

      posted in Mapping
      MrShadyM
      MrShady