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Programming / Re: Ufopaedia screens for Armor and Vehicles
« on: August 23, 2014, 11:51:01 am »
I agree for both HWP and Armor Ufopaedia
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remove the fact the a new game sets skytooper as your crew trasport and removes your interseptors i think that was in there for testing ?Right, it is just here as an example
that is a fun oneI did not have a look at files, but could it be that :
crash happens if you have sslr in backpack and medipack in hand
why ? no idea but another strange thing happened
as i placed the medipack besides the ssrl it disappeared
i did not see anything obvious wrong with ssrl so my best guess is the loadout in your soldier was corrupted while modding stuff while using the same game/save
By the way, Aldorn, as per field troop reuqest: would be possible for you to modify the Skytrooper craft without the two lateral doors platforms? They would like to be sure that this event will not happen again! :-)I let you rename all the files to your convenience
Oh man.. Almost there! I was trying to be as accurate as possible, sorry. For me the fuselage is the whole cylinder, so if adding to the top/walls, it would also add to the floor. Could you elongate the floor of the long skyranger to go with the elongated walls/top? (Making it cargo space 16, by pushing the ramp back one tile and adding a "row" of floor tiles).Done for Longer
Also, could you move the side door to behind the wings? Good point on the overlap with the "X" symbol, so, could you move the "X" one tile back too. (So the doors go where the backmost/rightmost "X" currently is, immediately behind the little wings, and a new "X" immediately behind these new doors = one tile back from where the backmost "X" is on a regular skyranger.) Basically, take the door you just added, and the "X" to its right, and move them both one tile towards the back of the aircraft.Done for both
Finally, would it be possible to add floor tiles hanging off the sides of the skyranger in front of where the side doors are? (like you have done for the plane in the top right spot of your preview on your first post).Done for both, but beware adding this ground tile will make your units deploy on it...
Hi Aldorn!
I am working on integrating new crafts in my mod, and I was wondering if you could flex your craft building abilities again by making:
1- A regular skyranger, but with a small (one tile wide) side door on each side, right behind the small front wings.
2- Take the craft above, elongate the fuselage by adding one tile behind the large rear wings, keeping the wings where they are, but moving the vertical stabilizers (the vertical wings) back one tile, so they are still at the back of the plane.
Thank you in advance!
Ok, I think I found the cause...Nice
A little request to you, just for "eye candy", but I think it will improve the looks of the mod: would you consider to modify the two "big eyed" smaller craft to have a larger (longer?) radome to emphasize its role as sensor/exploration craft? I think they would look more different to the others and will add to the immersion of the game... :-) A million thanks again!I'm sorry I am not sure to understand your request