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1Laurentiu

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About 1Laurentiu

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    Romania
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    with the GECK
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    Fallout 1

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  1. Hopefully you will find a way to script all that and create the proper animations.
  2. Hi, I started playing F4 again and thought I'd dust off a couple of personal mods. One of which seems to not work anymore. Its a small house mod I made for myself. It loads perfectly fine in the CK but when I go ingame there are invisible floors, walls and objects which cause me to fall into the void. I tried generating Wold geometry, previs and precombines but no avail. I also tried doing room portals but no luck there either. Does anyone know what might cause this? I'm attaching the file if anyone more experienced could figure out why. Update: So I copied everything in the problematic cell and moved it into another and now everything works. It seems that the cell was actually the problem. However I don't know exactly what was breaking it. Because I changed adjusted the settings to be exactly like in the cell where the game works. No idea why this occurs. But it works and now I can start playing at least.
  3. Hi, I'm trying to edit stealth fields to make them a little more visible. I got something going on but there are some files I can't find. At the moment it seems to only work for unarmored humans. Does not work for power armor stealth fields or regular armor stealth, neither for other npc's. https://youtu.be/z82cIct817s Some help would be appreciated.
  4. do we even know this is going to be the creation engine? was it officialy confirmed or just speculation
  5. working auto navmesh generation for interriors
  6. The "stupid walkthroughs of scripts no one would care about anyway" are the baby steps you need to take in order to understand and learn how to write scripts in this engine. The way I started was reading and then reversing back various scripts of triggers and object activators. A lot of the scripts found in the game files are commented and they explain exactly what is going on. This isn't something you are going to learn overnight. This is a process that takes time and requires a general understanding of programming. Even if you can't write your own scripts, you still need at the very least to be able to read one and understand what is going on. Challange yourself to learn. Find a simple script in the game and change/modify it.. Like the Nuka Cola vending machine script(HD01NukaVendingMachineScript), change it so it also takes Sunset Sarsparilla. Practice is the best way to learn.
  7. In response to post #64234761. #64237376 is also a reply to the same post. a metaphorical "spring cleaning"
  8. Well I guess its that time to do some spring cleaning in my mods and migrate over to Vortex.
  9. great news! was thinking of buying life time premium for a while but, I'm a poor college student so you know how it goes :(
  10. I have made it completely functional now. I had to create a new weapon and projectile for the flak trooper, one that is capable of shooting air and land targets. I'm posting down here everything I did incase someone else is interested. [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS OccupyWeapon=FlakGuyGunAirNSurface; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=FlakGuyGunAirNSurfaceE; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings OccupyPip=PersonYellow ; choices are green yellow white red blue purple Category=Soldier Primary=FlakGuyGunAirNSurface Prerequisite=NAHAND CrushSound=InfantrySquish Strength=100 Armor=none TechLevel=1 Pip=yellow Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=150 Soylent=150 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunAirNSurfaceE IFVMode=3 [FlakGuyGunAirNSurface] ; Anti-surface-air gun for the Flak Trooper Damage=20 ROF=20 Range=5 Projectile=FlakProjAGAA Speed=50 Report=FlakTrackAttackGround Warhead=FlakWHAGAA Anim=GUNFIRE [FlakGuyGunAirNSurfaceE] ; Anti-surface-air Elite gun for the Flak Trooper Damage=20 ROF=20 Range=5 Projectile=FlakProjAGAA Speed=50 Report=FlakTrackAttackGround Warhead=FlakWHAGAA Anim=GUNFIRE Burst=2 [FlakProjAGAA] ; AA-AG bullet for Flak Trooper. Image=none Inviso=yes AA=yes AG=yes ;AN=no Shadow=no Ranged=yes ; Not homing, but ranged -- check fuse, explode if near target coords Inaccurate=yes ; Bullets do not snap onto targets when "close enough". FlakScatter=yes ; This weapon scatters its shots. SubjectToCliffs=no SubjectToElevation=yes SubjectToWalls=no [FlakWHAGAA] ; For anti-air flak weapons. CellSpread=1.0 PercentAtMax=.1 ;;Verses=150%,80%,50%,100%,20%,20%,0%,0%,0%,100%,100% ; no buildings Verses=150%,80%,50%,100%,100%,20%,0%,0%,0%,100%,100% ; no buildings AnimList=SMKPUFF InfDeath=3
  11. Ok I made it work... sort off. BUT they will not attack anything unless the structure they garrison gets attacked first. I can't even set them to manually attack :/ These are the new updated settings: ; Flak Trooper [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS OccupyWeapon=FlakGuyAAGun; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=FlakGuyAAGunE; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings OccupyPip=PersonYellow ; choices are green yellow white red blue purple Category=Soldier Primary=FlakGuyGun Secondary=FlakGuyAAGun Prerequisite=NAHAND CrushSound=InfantrySquish Strength=100 Armor=none TechLevel=1 Pip=yellow Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=150 Soylent=150 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunE EliteSecondary=FlakGuyAAGunE IFVMode=3 The flak troopers now have yellow icons when they are inside a garrison. I also notice that while garrisoned their range is severly reduced for some reason.........
  12. So I got back into Red Alert 2 and I downloaded an unmodified rulesmd.ini for Yuri's Revenge. What I want to do is make the Soviet Flak Trooper be able to shoot ground targets and air targets while being garisoned. I got the garisoning part working but I can't figure out how to make him shoot both air and ground units. I'll post here what I got: [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS OccupyWeapon=FlakGuyAAGun; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=FlakGuyAAGunE; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings OccupyPip=PersonWhite ; choices are green yellow white red blue purple Category=Soldier Primary=FlakGuyGun Secondary=FlakGuyAAGun Prerequisite=NAHAND,NARADR CrushSound=InfantrySquish Strength=100 Armor=none TechLevel=1 Pip=white Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=150 Soylent=150 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunE EliteSecondary=FlakGuyAAGunE IFVMode=3
  13. Nope they didn't break, and I generated new precombines several times since I posted. I'm probably not going to mess with it too much for now since its working. "It just works!"
  14. Well I found a temporary workaround for this. What I did was select all the static objects I placed for decoration and then I right clicked the selection in the render window and I selected "Make static collection". After that I generated new previs and precombined meshes for the cell and it seems like it now maintains the custom material swaps I assigned to them. Not sure if this is the way to do it but its what worked for me so far........ I'm still open to other suggestions...
  15. I'm having a problem where I would make a static object out of a magazine or crafting component and then swap the material for it with an existing one. The texture changes inside the CK but ingame they all revert back to the texture that the original base object has. I tried generating the precombined visibility for the cell but its not working. Ideas?
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