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    • @wowgetoffyourcellphone Just in case this was the first rendering test i did before head's for bodie whitout too much detail: Mod file for testing, still work to do: New_heads (3).7z
    • Thanks! How would I increases a unit's building rate in a tech?   { "value": "Cost/BuildRate", "multiply": 2 }
    • If you want the AI to use it as a dropsite, you’ll also want to make sure you add this.
    • Observe the XML code of the Storehouse: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_economic">   <AlertRaiser>     <List datatype="tokens">Civilian</List>     <RaiseAlertRange>50</RaiseAlertRange>     <EndOfAlertRange>100</EndOfAlertRange>     <SearchRange>100</SearchRange>   </AlertRaiser>   <Cost>     <BuildTime>40</BuildTime>     <Resources>       <wood>100</wood>     </Resources>   </Cost>   <Footprint>     <Square width="15.0" depth="15.0"/>     <Height>8.0</Height>   </Footprint>   <Health>     <Max>800</Max>     <SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath>   </Health>   <Identity>     <GenericName>Storehouse</GenericName>     <SelectionGroupName>template_structure_economic_storehouse</SelectionGroupName>     <Tooltip>Research gathering technologies.</Tooltip>     <Classes datatype="tokens">DropsiteWood DropsiteMetal DropsiteStone</Classes>     <VisibleClasses datatype="tokens">Village Storehouse</VisibleClasses>     <Icon>structures/storehouse.png</Icon>     <Requirements>       <Techs datatype="tokens">phase_village</Techs>     </Requirements>   </Identity>   <Loot>     <wood>20</wood>   </Loot>   <Obstruction>     <Static width="13.0" depth="13.0"/>   </Obstruction>   <ProductionQueue/>   <RallyPoint disable=""/>   <Researcher>     <Technologies datatype="tokens">       gather_lumbering_ironaxes       gather_lumbering_strongeraxes       gather_lumbering_sharpaxes       gather_mining_servants       gather_mining_serfs       gather_mining_slaves       gather_mining_wedgemallet       gather_mining_shaftmining       gather_mining_silvermining       gather_capacity_basket       gather_capacity_wheelbarrow       gather_capacity_carts     </Technologies>   </Researcher>   <ResourceDropsite>     <Types>wood stone metal</Types>     <Sharable>true</Sharable>   </ResourceDropsite>   <Sound>     <SoundGroups>       <select>interface/select/building/sel_storehouse.xml</select>       <constructed>interface/complete/building/complete_storehouse.xml</constructed>       <alert_raise>interface/alarm/alarm_alert_0.xml</alert_raise>       <alert_end>interface/alarm/alarm_alert_1.xml</alert_end>     </SoundGroups>   </Sound>   <TerritoryInfluence>     <Root>false</Root>     <Radius>20</Radius>     <Weight>30000</Weight>   </TerritoryInfluence>   <Vision>     <Range>20</Range>   </Vision>   <VisualActor>     <FoundationActor>structures/fndn_3x3.xml</FoundationActor>   </VisualActor> </Entity>   I believe it's the ResourceDropsite element.
    • I have been trying to integrate a similar companion setup for my StarCraft and Call of Duty sessions, but I am running into major latency issues when the app tries to pull real time data from the game API.  Have you found a way to minimize the sync lag between the desktop and the mobile app without triggering anticheat flags? Thanks.
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