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Order radius? http://45.55.195.193/viewtopic.php?f=4&t=25000 |
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Author: | teh pirate [ Sat Aug 06, 2011 10:05 pm ] |
Post subject: | Order radius? |
I've found the radius in which you can place new orders for units to be extremely restrictive in skirmish. Is there a way to increase it or get rid of it? I poked around a bit in the skirmish activities but nothing caught my eye. |
Author: | Data [ Sun Aug 07, 2011 7:34 am ] |
Post subject: | Re: Order radius? |
yup, look for Code: -- Set the brain-tracking landing zones of each player self:SetBrainLZWidth(Activity.PLAYER_1, 600); self:SetBrainLZWidth(Activity.PLAYER_2, 600); self:SetBrainLZWidth(Activity.PLAYER_3, 600); self:SetBrainLZWidth(Activity.PLAYER_4, 600); increase that 600 number |
Author: | teh pirate [ Sun Aug 07, 2011 5:44 pm ] |
Post subject: | Re: Order radius? |
Neat, thanks. Where are these? I can't find them. |
Author: | TheLastBanana [ Sun Aug 07, 2011 6:59 pm ] |
Post subject: | Re: Order radius? |
I think those are for the campaign mode activities, actually. For skirmish, the landing zones are determined in the map itself. You can change the landing zones in Base.rte/Scenes/Scenes - just scroll to the bottom of any of those files and change any of the areas called "LZ Team 1", "LZ Team 2", "LZ All", et cetera. |
Author: | Lizardheim [ Sun Aug 07, 2011 7:11 pm ] |
Post subject: | Re: Order radius? |
Nope that was the B24 way, now they follow the brain. |
Author: | teh pirate [ Mon Aug 08, 2011 4:25 am ] |
Post subject: | Re: Order radius? |
Well, I found the necessary values (they're in the campaign gamemode file rather than in skirmish defense) and it didn't change anything when I tripled them, so I dunno what else to try. TLB, they do seem to be defined in the map for certain maps (i.e. maginot mission) but definitely not on the repeating maps. |
Author: | TheLastBanana [ Mon Aug 08, 2011 5:36 am ] |
Post subject: | Re: Order radius? |
Ah, okay. There may be a bug, in that case. We'll look into it (assuming it isn't the one that CaveCricket just fixed earlier today). |
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