Features: Tank commander graphics replaced with dox Commander icon replaced with dox Everyone in the game should have the mod enabled and use the tank commander for this to work (you can use it on your own, but with the icon change you're hampered, if you just want a dox commander delete the icon in the mod folder). Build an army of dox and play hide-and-seek. No one will know where your commander is. Unless you build stuff. Or use the uber cannon. Or walk. Or they realise that that dox over there is tanking hell of a lot of damage. Or... Be aware that this is just a graphical change. It looks like a tank commander to the server, don't build too close to yourself or the comm will do a little dance. On PAMM.
I wonder if @raevn could work his TA magic and import TA commanders eventually, instead of using the dox model.
Since we're doing unit .json mods now (which are a pain to fix every time something gets patched, I might add), someone should give the 'Boom' bots the uber cannon explosion effect, just so you can tell when they blow up.
That's a nice idea. I wonder what uber cannon from a tank would look like, and if the dox was only easy because it had arms. I naively hacked two json files together and was surprised when it worked. Will try tomorrow.
This reminds me of custom maps in starcraft with custom game elements. It will be interesting to see if those types of games come to PA in the future.
Don't know enough about it to hack the tank and comm together so that it looks like the weapons and build stream come out of the turret. Will try hardcore trial-and-error at some point in the future (with the hope that someone who knows what they're doing sees this and does it in 5 minutes flat so I don't have to).
That's not possible without the server (already tried) - the projectiles appear wherever the original firing bone is on the server, regardless of the model the client is using.
Set the "offset" for the uber cannon. It's actually kind of fun to watch if you set it to something crazy.
If that works, that's a bug. The server controls (or should control) all projectiles. It shouldn't be using client-side values for that. Unless you mean the effects? (Not sure what you mean by "offset"). Note: https://forums.uberent.com/threads/models.47777/#post-743874
In the json files for the cannon_uber ammo, there is an "offset" value. The server still controls what is actually happening, because you can see the explosion even if your own modded version hasn't hit yet. You should still be able to make a minor change like setting the offset a little lower without noticing much graphical weirdness with the uber cannon.
The sim has no idea what I'm doing. The projectile on my side actually tries as hard as it can to get back onto the actual trajectory, so if I set z=-10.0 it ends up going up 10m as fast as it can while still going towards the target. If I set y=100.0, it just goes insane. The explosion will still trigger even if the projectile doesn't appear to hit.