Forged Alliance Forever Forged Alliance Forever Forums 2013-06-18T11:25:27+02:00 /feed.php?f=50&t=4265 2013-06-18T11:25:27+02:00 2013-06-18T11:25:27+02:00 /viewtopic.php?t=4265&p=46490#p46490 <![CDATA[Re: Reinforcement Mod version 2]]>
Ze_PilOt wrote:
The transport were spawning out too soon (before dropping) in the top position of loki.


Touche then.

Statistics: Posted by FunkOff — 18 Jun 2013, 11:25


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2013-06-18T07:55:10+02:00 2013-06-18T07:55:10+02:00 /viewtopic.php?t=4265&p=46477#p46477 <![CDATA[Re: Reinforcement Mod version 2]]> Statistics: Posted by Ze_PilOt — 18 Jun 2013, 07:55


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2013-06-18T02:33:08+02:00 2013-06-18T02:33:08+02:00 /viewtopic.php?t=4265&p=46466#p46466 <![CDATA[Re: Reinforcement Mod version 2]]> Statistics: Posted by FunkOff — 18 Jun 2013, 02:33


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2013-06-17T22:15:28+02:00 2013-06-17T22:15:28+02:00 /viewtopic.php?t=4265&p=46442#p46442 <![CDATA[Re: Reinforcement Mod version 2]]>
Code:
IsUnitCloseToPoint = function(unit, point)
   local position = unit:GetPosition()
   if VDist3(position, point) < 5 then
      return true
   else
      return false
   end   
end


Code:
   if VDist3(position, point) < 5 then

instead of
Code:
position[1] - point[1] < 5 and position[3] - point[3] < 5 then


The reason is that (position - point) can be negative while being inside the map. so you either need to use a abs() function or to use the distance measurement function.

Statistics: Posted by Ze_PilOt — 17 Jun 2013, 22:15


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2013-06-10T02:33:49+02:00 2013-06-10T02:33:49+02:00 /viewtopic.php?t=4265&p=45721#p45721 <![CDATA[Re: Reinforcement Mod version 2]]>
FunkOff wrote:
...due to Quantum reverberations

LOL!

Statistics: Posted by ColonelSheppard — 10 Jun 2013, 02:33


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2013-06-10T02:27:23+02:00 2013-06-10T02:27:23+02:00 /viewtopic.php?t=4265&p=45720#p45720 <![CDATA[Reinforcement Mod version 2]]>
For Zep:
1. Look at the ReinforcementList to see the new format: It changed somewhat from what it used to be.
2. There are some bugs, but it does work solidly for both structure AND unit reinforcements. Reinforcements that cannot be summoned with this mod include:
Experimentals
Any kind of Mass extractor
3. If you try to summon a structure as if it were a unit, or visa versa, it will fail and probably bug all to hell. Summon units as units and structures as structures
4. You can summon as many units as you want, 1, 10, or 100, and it will work... probably.

For everybody else:
-Basically, ACUs can build beacons now. Beacons cost 5 mass and take 10 seconds to build.
-You can only have 1. If you build another when you already have one, the old one will de-spawn due to Quantum reverberations.
-Upon construction of the beacon, your unit reinforcements will be immediately summoned and dropped in the vicinity.
-If you have structure reinforcements, engineers will be dropped to construct them. The structures will be constructed in the vicinity of the beacon and construction will be free of charge. Engineers will be transported out when construction is complete.
-All reinforcements, engineers, and the transports carrying them can be shot and killed. Therefore, protect your engineers making your stuff if you want your stuff to be completed.

Statistics: Posted by FunkOff — 10 Jun 2013, 02:27


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