Discussion in 'Mod Discussions' started by Raevn, June 9, 2013.
This isn't possible yet, though it will be in the future.
Where is the selection group determined? IE when a selection box is dragged around tanks and fabbers, how does the game determine if fabbers and tanks are in the same group or not?
Anyone know if there still is a .json file for wreckage?
I've been trying to stop wreckage moving, but it seems like all physics of a unit gets replaced the moment it dies.
"armor_type": String. Armor type is sometimes examined by ammo for determining damage.
AT_Structure (All land/naval/air/orbital structures)
Complete UNITTYPE list
Where is it defined how much damage ammo does to a certain armor?
As inferred by Demi, in the ammo blueprint. Most don't have any notes there, but if you look through the AA missile inheritance tree you'll eventually find it.
cannon_uber is also nerfed vs. commanders and structures; "armor_damage_map" is the thing to search for.
One question: Which value adjusts the size of the selection circle? In RCBM we have a tiny unit with a huge selection circle.
Will there be custom unit classes/types in the future? Also, what scripting/coding language are you using for modding? Editing JSON's only goes so far.
There are a couple extra unittypes now, I don't remember their names at the moment.
Also, I use completely JSONs, quite flexible little buggers.
Also, how does armor work? Is it percentage based damage reduction, or just simple subtractive damage reduction?
It's percentage based.
Oh, cool. Perhaps we could have custom attack types for people who want to do an elemental type mod?
Small note: the "-" character is used to exclude a certain build type, for instance in the advanced fabricators.
Separate names with a comma.