OK, I've got the survivor crossbowman and the jeep crossbow integrated into the game. Maybe I have setup my XML wrong, but when the jeep crossbow attacks, there is a muzzle flash. Is that controlled by the xml or the kfm? Did I miss a kfm update?
Also, I forgot to bug you about the survivor settler, which just needs kids and maybe a dog.
I updated the unit request post near the start of this thread.
Tha muzzle flash is controled by aimations (Kfm/Kf) files. I think those got lost somewhere along the way. I repackaged the Jeep using Coyotes Nif and Chuggies front window with the Crossbow Bolt anim.
Rigging Punk on it next... Let's hope the transparency can survive that...Edit: Uh, question... Why do the Punks need that ? [...]How about giving them a increased strength rifle-morotcycle instead ?
Then i skip the Punk Jeep and move to the Tanker for now (actually already started the tanker, while waiting for your answer on the JeepHm, good point. Actually in the game I have jeep and jeep rifle disabled for barbs. But I had them in my unit request list.
It's on the list, but most probably not in time for 0.6 - the current survivor rifle jeep with infantrymen is a bit off but not terrible, so i have a few things i want to do first.So perhaps rigging the survivors onto the jeep rifle is the right next move. (EDIT: seZereth made the double uzi wielding guy, which doesn't have a home yet. Want to put him into the jeep for jeep rifle?)
I remember reading somewhere, that with BTS it's possible to make additional props display on promotions. Do you know how to acomplish this ? Or can you just switch the UTE's art, when it gains a promotion ?It can be built before any small arms are available. In version 0.5 it can take a promotion to get a rifle mount. For the ute, in 0.6 I have added a "heavy armor" promotion and also an "antitank" promotion. So the weapon which is visible, could change among four types as a result of promotions.
Yep i am painfully aware of this - this is why it's on low priority for now.First, it will not be possible to make the dual uzi guy animate firing his uzis on a jeep. except with custom animations, which could be cool![]()
Yep i am painfully aware of this - this is why it's on low priority for now.
I think reducing the number of tanks was on the list already. A very needed change, as otherwise all the other units are a bit meaningless.
I would like another survivor skin (or two) - all we have so far are used at least once already, and we need more people (Horseman, Bike Driver, Rifle Jeep Guys (Those will probably indeed be the UZI guy - but it would make him appear 3 times - as Machinegunner and on both jeeps), A new Guardian - if Max is going to be hero...). I would say horseman is the most pressing here.
Perhaps a non-punky reskin of those Football guys ?
Just a mesh in skinning pose is enought - i will need to re-rig it anyway, so you can save yourself the rigging. But you are just a lot better (an i think faster) on making good looking textures than me.
refar said:I remember reading somewhere, that with BTS it's possible to make additional props display on promotions. Do you know how to acomplish this ? Or can you just switch the UTE's art, when it gains a promotion ?
Wit the UTE's main boon beeing hugely customizable via promotions, it seems to me actually displaying that customization is worth some effort.
seZereth said:I too was thinking about giving the UTE some custom designs, since bts you can switch graphics with promotions. like with some metal plates as armor upgrade, with a rocketlauncher on back, with a machinegun or even better with a 4 barreled flak cannon
seZereth said:Furthermore, I think the Mad max for Survivor Guardsman is a bit off, from the unit design perspective and I think it would make a much better Hero unit, either by technology or event, or a special unit you get when you have your first refinery to guard the truck
And replace the rifleman with a survivor looking guy with a pumpgun.
Do you need AT and Sam units? I could do some graphical modifications to fit the theme we already have.
Do you know how to assign a animation sequence fot those custom actions you code in python (Activate Anim on Refueling) ? I skiped it for now, but if you know how to make it show, i will add a activate anim.
I will investigate. I would say to use the normal "death" trigger, since a tanker attacked by another player is captured instead. I am not sure what happens if a barb attacks a tanker, I was thinking they would capture it even if they don't have anything to use it for. Is there any other way a capturable unit can be *killed*?