Statistics: Posted by neagix — 31 Aug 2020, 18:06
Statistics: Posted by Northern-Newbie — 30 Jul 2020, 20:11
Statistics: Posted by neagix — 14 May 2020, 01:00
neagix wrote:Did you try the mod? Experimentals are not allowed; no unit spawns with 100% health.
Uveso wrote:
[edit]
- Code:
self.RecBP.CategoriesHash.EXPERIMENTAL
This does not work.
spec.AssociatedBP (self.RecBP) is holding only the blueprintID, not the blueprint data.
hint:
- Code:
__blueprints[spec.AssociatedBP].CategoriesHash.EXPERIMENTAL
Statistics: Posted by neagix — 13 May 2020, 12:52
self.RecBP.CategoriesHash.EXPERIMENTAL
__blueprints[spec.AssociatedBP].CategoriesHash.EXPERIMENTAL
Statistics: Posted by Uveso — 13 May 2020, 11:43
Uveso wrote:
If 2 necros revive a singe unit that you get 2 brand new units.
This was prevented in the original mod by checking the position of the new unit. (hook in unit.lua)
Uveso wrote:
Also if you revive then you get the resource from the reclaim plus reviving the unit.
So i would destroy and revive units all the time for a nice eco cheat.
Uveso wrote:
And if you revive experimentals (or any other unit) they spawn always with 100% health,
no matter how much mass i already reclaimed from the wreck.
Statistics: Posted by neagix — 13 May 2020, 09:13
Statistics: Posted by Uveso — 13 May 2020, 02:14
Statistics: Posted by neagix — 12 May 2020, 22:35
Statistics: Posted by Uveso — 12 May 2020, 20:29
Statistics: Posted by biass — 12 May 2020, 09:18
My Games/Gas Powered Games/Supreme Commander Forged Alliance/Mods/necro
Statistics: Posted by neagix — 12 May 2020, 09:15