Which motiontree are you using in the abp? That might make the difference, since there are slightly different animations used between motiontree and newmotiontree.
I want to use the FG-42 weapon on the german sniper model, but it seems that the animations don't work correct. I tried other models aswell, but only the fallschirmjager works so far.
Does anyone know a fix? or is this the same mystery as the parachutes
Thanks!
The positions at the right, 11 - 34, are from the selected structure or units. The positions at the center are global from the player. I added a custom ability in the commander row once by adding it in the categorie 'army' > 'abilities'. So these positions don't conflict.
Although, I think the abilities in the row above the commander abilities are positioned with SCAR scripts and that's not possible in a tuning pack.
I don't have experience with Win Conditions and SCAR, but I have experience with many other programming languages so I will try to help you.
It seems that the function which you use requires a 'float' parameter which is a decimal number, like 0,0 instead of just 0. The 'received=nil' means that you gave to few values or a variable without value.
The second code might freeze because there's an 'end' missing. I see 1 function, 1 for-loop and 3 if-blocks, but only 4 end.
The Tiger Ace adds an upgrade to the player and the ability requires 0 upgrades. You can make something like this. Add an upgrade to the player and set a player_upgrade requirement on your unit which has minimum of 0 and a maximum of 3 for example.
I don't know if moving your mod to another location with cause other issues, but I found another solution to clone the files with the too long names and still keep same ID.
1. Clone the building with the same name (which can't build)
2. Rename the file to a shorter name. This way the ID stays the same and overrides the original building.