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Old 02-03-2003, 08:01 PM   #5 (permalink)
CannisRabidus
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Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
^ I added the explodes=yes, but still it doesn't release the gas? I killed my own tank, but that shouldn't matter should it?
Re-reading your first post, I see you've messed up on the text case - the key is Deathweapon=, not DeathWeapon= (I have this code exactly in my mod too and it works fine).

Quote:
And thanks for the ai part, I have a followup question to that, what do the AI do to tanks/infantry that it creates that isn't used in the aimd.ini ? For example tanks I made..
Don't understand the question, if aimd.ini is not telling the AI to create certain units, then how does the AI end up with those units..?

Quote:
And a new question: How does SubjectTo - Cliffs, Elevation and Walls really work? If I have a tank that shoots a cannon, and don't want it to be able to shoot up cliffs and over walls. Do I set Cliffs=1 and Walls=1 then? And what happens if I set eleveation to 1, won't it be able to fire ove hills??
To add to what Arg said, these 3 things are just yes/no booleans, not numerical values, and as for the SubjectToElevation=, this also causes the [ElevationModel] settings to take effect - so that not only can a hill block shots, but it can also add or reduce range of the weapon involved. Default settings use a standard cliff height as an increment, but this increment can be reduced for finer settings (for example, so a deployed GI halfway up a ramp can see some range bonus too).
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