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Re: Any way to remove tanks entirely?[message #356840 is a reply to message #356839]
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Thu, 28 February 2019 13:48 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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townltu |
![](/images/ranks/master_sergeant.png) |
Messages:384
Registered:December 2017 Location: here |
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Isnt it less effort to change some values of data that i assume the game takes to "assemble" tanks?
Or is that simply a wrong guess how it works,
respectively would have flaws remaining like e.g. tank_transformed_to_soldier still occupies multiple tiles?
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Master Sergeant
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Re: Any way to remove tanks entirely?[message #356843 is a reply to message #356841]
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Fri, 01 March 2019 00:25 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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townltu |
![](/images/ranks/master_sergeant.png) |
Messages:384
Registered:December 2017 Location: here |
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Player who does not want tanks at all would have to use map editor on a big number of sectors for different mods,
if there are "some lua commands" which make the game transform any tank to a soldier with e.g. a mortar,
(as that appears to make sense in the sandbag fortress),
the specific section could easily be pasted into the lua script of another 1.13 mod, if it supports the commands.
Even a solution which replaces anim, armour&dmg resistance, gun, etc in the various files where they are probably stored
appears to be easier(in terms of effort) transferable to other mods or an updated mod version with changed maps
than working on every map with tank(s) in a couple of mods, even more if the user is not familiar with map editor
and/or does not already have an idea which sectors contain tanks.
So my question would be, is it possible to remove or transform tanks
by already supported .lua commands, and if so, how;),
or will that come out as a byproduct of the soon released new set of NPC script related lua commands? ;)
[Updated on: Fri, 01 March 2019 00:26] Report message to a moderator
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Master Sergeant
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Re: Any way to remove tanks entirely?[message #356848 is a reply to message #356847]
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Fri, 01 March 2019 22:29 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Flugente |
![](/images/ranks/captain.png) |
Messages:3507
Registered:April 2009 Location: Germany |
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I don't see what new, conceptually different weapons there would be to add. We have one-shot launchers, RPGs, mortars, anti-material rifles, american pensioners that make for splendid suicide bombers, antitank mines, artillery...
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Any way to remove tanks entirely?[message #356855 is a reply to message #356848]
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Sat, 02 March 2019 14:18
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townltu |
![](/images/ranks/master_sergeant.png) |
Messages:384
Registered:December 2017 Location: here |
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Thank you silversurfer for clarification.
So I guess we can not use lua to e.g. give a "double left handed" merc an additional 5% chance to jam his/her gun whenever it is fired?
Thats too bad ;)
Personally i dont really have difficulty issues with tanks,
unless they appear before my teams have anything available that works against them,
(therefore I usually increase progress required for tanks to appear if on very low item progress speed)
so I see no reason to add more AT weapons, or to remove tanks from the campaigns I play,
but if someone else does not want them for whatever reason, why not help to make it an easy job.
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Master Sergeant
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