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Messages - bulletdesigner

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46
well if paras drown, they are spawned units not regular, so not much loss , also caches in tops its like paradrop.
but if we can have min and max i suggest minimum 10 tiles away from the craft

47
So it´s basically to simulate stuff happening outside the craft block ( like bombardments, paratroopers, supply caches)
crafts:
    battlescapeTerrainData:
  - type: STR_TEST
      mapBlocks:
        - name: TEST
          width: 10
          length: 20
          items:
            STR_TEST:
              - [x, x, x]
          items SCATTER (randomize) outside map block:
            STR_BOMB
            STR_BOMB
            STR_BOMB
            STR_BOMB
          fuseTimers:
            STR_BOMB: [0, 0]

Is this possible or too hard to do?

48
Resources / Re: Bulletdesigner shipyard
« on: July 25, 2022, 07:10:11 pm »
use all you want

49
Resources / Re: Bulletdesigner shipyard
« on: July 25, 2022, 01:41:43 am »
Found it, beware some part´s are barely done

50
I would love also that additon, to have  craft by soldier type, meaning that i have issue making loyaist use heritical crafts(40k mod)

51
Resources / Re: Bulletdesigner shipyard
« on: July 24, 2022, 02:53:48 am »
Sure is the cons package im off weekend remenber me discord monday i will send you

52
OXCE Suggestions OK / [Suggestion] Unit Teleport
« on: July 12, 2022, 06:03:34 pm »
Since is easy and possible to teleport in craft preview, isn´t possible to add that variable to armor. Note that i don´t mind pressing the crtl+H for it

armors:
  - type: Exemple
    Canteleport: True
    teleportmaxperturn: 1 (mandatory for balance)

Also i understand all map´s will be able to teleport and most armor have Canteleport: False

if this is a feature to consider, the teleport sound and hitanimations is also a request :P

53
OXCE Suggestions DONE / Re: [DONE] craft preview
« on: July 12, 2022, 04:48:11 pm »
Thks

54
OXCE Suggestions DONE / Re: [DONE] craft preview
« on: July 07, 2022, 11:28:40 pm »
kind of brakes the emersion viewing the hollow part

55
OXCE Suggestions DONE / Re: [DONE] craft preview
« on: July 07, 2022, 08:58:17 pm »
Is there a way to get not to reveal the whole map like the other deployment´s? by changing a line in aliendeployment?

56
40k / Re: 40K Grey Knight Recruitment Question
« on: June 09, 2022, 01:45:08 pm »
they are not recrutable, you must ask for reinforcements on research.

57
40k / Re: 40k Bug/crashes/problem´s report
« on: April 29, 2022, 10:12:43 pm »
deathwatch is future WIP , so part´s of the game are already working as a placeholder

58
Resources / Re: Graphic Gallery
« on: April 28, 2022, 07:54:48 pm »
a slipper for the big foot

59
Open Feedback / Re: Pre-prime grenade
« on: March 23, 2022, 04:08:00 pm »
must be in the inventory screen pre-deployment, right mouse click to prime-grenade, also must be enabled in options

60
40k / Re: 40k Bug/crashes/problem´s report
« on: March 23, 2022, 12:58:44 pm »
only first born can use terminator armor, maybe you are playing primaries marines, anyway send save

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