zingfharn Posted March 24, 2016 Share Posted March 24, 2016 Aie. Sorry on both counts! Link to comment Share on other sites More sharing options...
Kregano Posted March 24, 2016 Author Share Posted March 24, 2016 Okay, I tried the ConeMultiTarget.ConeEndDiameter = UnitState.GetCurrentStat(eStat_SightRadius); line in the targeting cone subclass last night. It didn't build with ConeMultiTarget in the line, but it did with just ConeLength. The problem is that it broke the targeting cone - no tiles were highlighted, the suppression effect wouldn't trigger, and the cone appears to be floating above the ground. Unfortunately, I'll be out of town for the next few days, so I won't be able to do much of anything when it comes to feedback/error reporting. Link to comment Share on other sites More sharing options...
Kregano Posted March 27, 2016 Author Share Posted March 27, 2016 Okay, I'm back in town and tried a little code tweaking. Everything got bad code/expression errors if it involved a ___.____ = _____, but I tried using ConeLength = TargetingRange in case having two near identical commands in a row caused an error, and it was still busted. I did take some screencaps to show how busted the ability is, though:http://images.akamai.steamusercontent.com/ugc/478878785538580431/8A874B3E93A778137EB6C1F8258A7DD87245095B/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=blackhttp://images.akamai.steamusercontent.com/ugc/478878785538580815/087559593E29417A3BDEA0B8504C5A9261B48AD5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black I'm going to try to see if there's some UnrealScript guides for this sort of thing, but who knows how that'll work. Link to comment Share on other sites More sharing options...
Kregano Posted March 28, 2016 Author Share Posted March 28, 2016 Thanks to a guy on another forum, I managed to figure out how to get the targeting cone to stick to the weapon's range: ConeMultiTarget.bUseWeaponRangeForLength = true; The mod is now live on Steam, with the proper credits. Link to comment Share on other sites More sharing options...
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