anubis_85 wrote:
i have to change the range of the rockets to the range of the other weapons and that solved the problem
AutoInitiateAttackCommand = true,
AutoInitiateAttackCommand = false,
Statistics: Posted by Uveso — 26 Apr 2019, 13:39
Statistics: Posted by anubis_85 — 23 Apr 2019, 15:21
Statistics: Posted by Uveso — 08 Nov 2016, 21:33
Statistics: Posted by Uveso — 06 Nov 2016, 08:44
Statistics: Posted by Goldy3 — 05 Nov 2016, 21:37
Statistics: Posted by Uveso — 03 Nov 2016, 01:50
Statistics: Posted by Sprouto — 01 Nov 2016, 17:13
if self:GetAIBrain().BrainType == 'Human' and IsUnit(self) then
self:SetWeaponEnabledByLabel('autoattack', false)
else
self:SetWeaponEnabledByLabel('autoattack', true)
end
Statistics: Posted by Uveso — 01 Nov 2016, 02:15
Uveso wrote:
hello Goldy3,
Units from Total Mayhem are attacking enemy units in a way bigger radius then normal units.
This is caused by manipulating/adding a dummy weapon to the unit with huge weaponrange:
- Code:
ProjectileId = '/mods/TotalMayhem/projectiles/NULLWEAPON/NULLWEAPON_proj.bp',
PrefersPrimaryWeaponTarget = true,
MaxRadius = 200,
This is a special feature not a bug
Did you know, there is a subforum only for Total Mayhem:
viewforum.php?f=47
Statistics: Posted by Goldy3 — 31 Oct 2016, 19:42
Statistics: Posted by Uveso — 31 Oct 2016, 07:25
Statistics: Posted by Goldy3 — 31 Oct 2016, 05:54
ProjectileId = '/mods/TotalMayhem/projectiles/NULLWEAPON/NULLWEAPON_proj.bp',
PrefersPrimaryWeaponTarget = true,
MaxRadius = 200,
Statistics: Posted by Uveso — 30 Oct 2016, 22:15
Statistics: Posted by Goldy3 — 30 Oct 2016, 21:01