The AI section contains certain values that the unit's AI will use in certain situations. The Abilities section is used to give units buttons of corresponding abilities that can be used to activate abilities.ĪCU_Hunker BombBouncerCharge BombBouncerMegaBlast ConvertEnergy ConvertEnergyId DisruptorStation Electroshock EscapePod HalfBake HardenArtillery KnockbackWeapon Magnet MagnetPush Mobile_Hunker Overcharge Point_Defense_Hunker PowerDetonate Pullinsmash RadarOverdrive RogueNanites TriArmorHalfSpeed }, }, AI Below is an incomplete list of the fields and their purposes. The entire file is a call to UnitBlueprint with a large table. Since 2003 the Supreme Allied Commander Europe (SACEUR) has also served as the head of Allied Command Europe and the head of Allied Command Operations. Like the UEF, the Seraphim have higher armor ratings (the second-highest on average) when comparing their units to their counterparts in other factions. Save and close then open up the bp file.The following is documentation of the contents of a unit blueprint file. The Seraphim have a unique mixture of unit types that seem to combine the military philosophies of some of the other factions. RightTurret01 = Class(TDFGaussCannonWeapon) ,įxMuzzleFlash = EffectTemplate.TRiotGunMuzzleFxTank ![]() Local TAALinkedRailgun = WeaponsFile.TAALinkedRailgun Local TDFRiotWeapon = WeaponsFile.TDFRiotWeapon Local TDFGaussCannonWeapon = WeaponsFile.TDFGaussCannonWeapon Local TLandUnit = import('/lua/a').TLandUnit Supreme Commander (sometimes SupCom) is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games.The game is considered to be a spiritual successor, not a direct sequel, to Taylors 1997 game Total Annihilation, and also the Spring remake. Paste the following text over the existing script(Ctrl+A then Ctrl+V): We will start in the script, and there is a ton of work to do, but i will make it simple for you. The first thing we need to do is remove the Amphibious capability, and that includes the torpedoes. Now that you have it ingame, we have a lot of work to do. If you already have done this, SCD* it and test it. You only have to do one more thing to get a copy of the Fatboy ingame rename the Icons. This one is much bigger so we will not edit it yet just get it ingame and then edit it in stages. Then rename the Fatboy dir and all files in it to (start with) UEL0402. The Air Staging Platforms now house an advanced shield generator providing protection for the Slimboy."Īfter doing that, rename the TDFGauss04 to TDFGauss05, as well as the files in it. ![]() it cannot go underwater and the construction bay was converted into weapons ammunition storage, however. With weapons that are superior to the Fatboy in almost every respect, this craft is equally suited to defense or attack. "The Slimboy is a cut-down version of the Fatboy. I used the following description but you can write your own. This tells the game the unit associated with the description. Also make a new description with UEL0402 in the square brackets instead of the other value. ![]() Now change the mod_info file with the new mod name (Slimboy) and a description as well as a new uid. Retrieve from it the TDFGauss04 and paste it into \projectiles. We will need a new file from the projectiles.scd, so unzip it to /projectiles. This time I will be a lot more hands off, telling you to do this and copy that, occasionally instructing you on something new.įor starters, copy out the Fatboy files (UEL0401) to a new mod dir in the same structure as last time do the same with stock versions of the rest of the files in the same spots. The tools needed are the same, and today we will create the Slimboy Defense Craft, a smaller version of the Fatboy. If you didn't read it, read it before this one as it will tell you a lot of things you need to do. To start off, I am going to assume you read the Unit Creation tutorial here.
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