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CheatCommands Mod II Beta

23 Apr 2016, 10:58 AM
#41
avatar of HelpingHans
Strategist Badge
Donator 11

Posts: 1827 | Subs: 17

Hey Janne I have just been testing this mod and I think I have found a problem with killing and deleting units. Not only does it do that but it also destroys all objects and terrain in the area.

Also when you disable the UI you can still see the rings around units and the grey dots for move orders. Anyway to remove that?

23 Apr 2016, 11:06 AM
#42
avatar of Marcus2389
Admin Black Badge
Donator 11

Posts: 4555 | Subs: 2

I've also noticed that the American Jeep is not the one from the Commander but another version (it's a whole other model, can't carry units inside and looks different).

23 Apr 2016, 11:25 AM
#43
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

Hey Janne I have just been testing this mod and I think I have found a problem with killing and deleting units. Not only does it do that but it also destroys all objects and terrain in the area.

Also when you disable the UI you can still see the rings around units and the grey dots for move orders. Anyway to remove that?



Kill everything is meant to do that. It's a clean-up tool. Use Selection->Kill/Delete to have more control.

I'll see if I can disable selection UI.

@Marco thanks, I'll check that.
24 Apr 2016, 23:45 PM
#44
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

WIP: Light-weight camera panning tools:

3 May 2016, 01:12 AM
#45
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1190 | Subs: 15

Hey Janne I like the suppression monitor but I would also like to see the current total % suppression rather than just the rate of change. Would it be possible to add a suppression table, similar to the health table, that shows the squads current % suppression?
3 May 2016, 19:14 PM
#46
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

Hey Janne I like the suppression monitor but I would also like to see the current total % suppression rather than just the rate of change. Would it be possible to add a suppression table, similar to the health table, that shows the squads current % suppression?


I wonder if the current (total) suppression value (when changed) should be displayed instead of the change? The rate of change can be determined from this value as well. It's a percentage value so it might be more relevant to display that. With health it can get difficult to work out the difference, thus the increment/decrement messages.

It could also be an on/off mode for the monitor (which value to display): Relative change/absolute value (or something like that).
4 May 2016, 04:54 AM
#47
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1190 | Subs: 15

Yeah the total value might be more relevant. Machine guns have different burst durations at different ranges, so I kind of wanted a way to demonstrate how much suppression they do over one burst at far/mid/near.
5 May 2016, 16:50 PM
#48
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

Version 0.8 is now available, see first post for downloads & change log.
7 May 2016, 01:29 AM
#49
avatar of pegasos

Posts: 78

i dont't know why i cannot disable FOW function in your mod. Am i the only one who have this problem?
8 May 2016, 12:46 PM
#50
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

i dont't know why i cannot disable FOW function in your mod. Am i the only one who have this problem?


I think I broke all the check buttons. 0.9-rc1 should fix that issue. Can you confirm it?
8 May 2016, 14:50 PM
#51
avatar of pegasos

Posts: 78

yes. it is ok now.
9 May 2016, 22:39 PM
#52
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1190 | Subs: 15

Hey Janne in this menu http://i.imgur.com/4l6239h.jpg I think it should say weapons disabled rather than enabled, or have the check box work the other way.
10 May 2016, 18:36 PM
#53
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

Hey Janne in this menu http://i.imgur.com/4l6239h.jpg I think it should say weapons disabled rather than enabled, or have the check box work the other way.


Good catch. This action probably should be available for a mixed group of squads as well. Right now it's one squad at a time.
18 May 2016, 18:33 PM
#54
avatar of PencilBatRation

Posts: 794

Estimated release date?
26 May 2016, 12:57 PM
#55
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

Estimated release date?


When it's finished. Things have slowed down quite a bit, I'm working full time during the summer.
26 May 2016, 12:59 PM
#56
avatar of PencilBatRation

Posts: 794



When it's finished.
You need those %0.01 increased accuracy bulletins applied to yourself when answering questions:lol:


Anyways good luck:thumb:
28 May 2016, 14:07 PM
#57
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

CheatCommands Mod II is now available in the Steam Workshop!

http://steamcommunity.com/sharedfiles/filedetails/?id=692412438
29 May 2016, 10:13 AM
#58
avatar of Olhausen
Modmaker Badge

Posts: 245

Nice work. The mod community really appreciate your efforts.
My work as modder is really more easy with your wonderful tool

5 Jun 2016, 21:54 PM
#59
avatar of PencilBatRation

Posts: 794

Spawning modded squads does not work if they are renamed. You have to build them from their respective tiers. Any ideas?

Edit: Yes, it has to do with the file names
6 Jun 2016, 03:58 AM
#60
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3391 | Subs: 8

Spawning modded squads does not work if they are renamed. You have to build them from their respective tiers. Any ideas?

Edit: Yes, it has to do with the file names


I have planned to add support for a locally configured spawn table, which a mod developer could populate with their blueprints.

I could also Look Into if I can scan for unit blueprints. That Will lead to missing icon though. And a lot of sp/tow/test units.
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