Many thanks for your efforts. If it helps, I've seen that mods such as team colored air trails and pa effects still work with legion. Maybe they did something differently.
Basically, the limitation is that if a file exists in the server mod (legion projectile tracking mod in this case), then it is impossible to override those files with a client mod. The files in question are all the ammo spec files, which is why we can have units still having More Pew Pew muzzle flashes etc. but not the right projectile effects. That being said, I have figured out a work around! Wooh. It will take quite a bit of script foo to make it work, and also some cooperation from the legion team, but we shall see how it goes!
The mod as been updated for compatibility with Legion! In other news, More Pew Pew now has the strategic view icons, similar to what you would find in supcom. If you zoom out, the projectiles will render with small dots of fixed size.
How user can change color set for this mod ? (If it's possible) red < orange < white < blue < violet I don't like green in this set... because I prefere this color only for hell or build. So, for the moment, I use only "Resplendent Palpable Ammunition Projectile Mod"
It certainly is possible, but only by making another mod that has higher priority that changes specific projectiles to white. How good are you with working with mod files?
Never try in this game (purchase this week). In other game I can change values in a script (and I know what that do) but not create myself a script from A to Z. My brother is more competent than me (I play this game with him). I want to keep the same effect for the bolo tank, it's great (but just change color in white)
Hey @dom314 , can you please remove titan_vehicle_idle effect from your mod, since it's not changed anyway. Thanks!
Put that in your client mods folder: C:\Users\<Your User Name>\AppData\Local\Uber Entertainment\Planetary Annihilation\client_mods
The fx_trail for the GIL-E calls two filenames. I don't know if that's a problem or not, or whether it's calling the right one. EDIT: no it's not. What the hell was I looking at?
@Dom - how would one go about replacing standard nuke animations with the one from the Legion expansion? Also - there is no "client_mods" subdirectory in the path you specified
You just need to create that directory if it doesn't exist. As for replacing the nuke effect, you need to shadow the file: pa/units/land/nuke_launcher/nuke_launcher_ammo_explosion.pfx You can start with another nuke replacement effect mod like this one: https://github.com/domdom/com.pa.domdom.nukes.merica The only files you need from that are: modinfo.json pa/units/land/nuke_launcher/nuke_launcher_ammo_explosion.pfx Change the name and identifier values inside the modinfo.json, and then place inside the client_mods directory. The modinfo.json file should be under client_mods/<some_id>/ where <some_id> is the value you put in the "identifier" part of the modinfo.json. If you let me know which effect from Legion you are interested in, I could probably help you make the mod.
@Dom: Thanks! As for which effect: I'm trying to get a pink version of the Black Knight's effect when the projectile makes contact w/ the ground
Can you please add "!LOC:" in front of the names of the following units: Holkins Dox GIL-E Ant Ares Kaiju This is to ensure the mod will be compatible with a translation framework I'm going to setup. The change should have no impact on your mod as a failure to find a string for "!LOC:Kaiju" will result in the name "Kaiju" being displayed. On the other hand, it *will* lead to names being translated where they already exist in the base game, such as for Dox. Will understand if you're uncomfortable with that.