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Modding Discord Servers
⦁ DOWII - Modding Community: https://discord.gg/fVTNfRyWKR
⦁ Nootspheric Network: https://discord.gg/UeWR9vh8xY
Hope anyone who is still interested or knows anyone still interested, please come over! We're a growing active modding community!
Does anyone have all of Santos' "Santos tools 2" tools/programs?
Could you tell me where the option to put in starting positions is?
Thanks a lot,
B
n + 1 > n
Thanks again for answering all these UF
You need -dev to look for files that are not packaged in .sga archives, both modded files and SCAR code. If you package the modded files and SCAR in a .sga archive the mod doesn't need -dev.
-dev is required to use custom SCAR code. Mods that try to alter gameplay rather than just units/abilities/etc need to use it.
People who don't also have the custom badge won't see it.
From my experience, creating a custom .module file and running with the -modname "xx" switch works just fine - and even allows you to play in multiplayer, to boot! (Seeing a squad of thirty 'gaunts rip apart a squad of tactical marines in a 1v1 match is *very* satisfying =D )
Another thing I'm wondering about here is whether or not other players can see custom badges. If you know how, it's easy to get custom badges in-game and working in multiplayer, and you can play with people who use the vanilla game too. However, I would think not, but can anyone confirm whether vanilla players can actually see your custom badges?
Player_HasUpgrade( const ModPlayer* pPlayer, Integer pbgID )
Return true if the player has purchased the specified upgrade.
---
Modify_EntityCost( PlayerID player, String blueprint, Integer resourcetype, Integer addition )
Modifies the cost of an entity for a particular player. Possible resource types are RT_Requisition, RT_Power
---
Basically set the first function to check for Tier 2 and the second function to alter the cost of the unit you want.
There are two ways you can edit the cost of units when tiering up.
The modding way is by creating multiple ebps for each unit, like sm_tac_t1, sm_tac_t2 and sm_tac_t3 and set a required player upgrade to be "not t2 or t3" for the _t1, "t2 and not t3" for the _t2 and "t3" for the _t3. Set the requirement reason to "display_and_usage_and_produce". This way the button to produce the unit will change along with the tier and thus you can control the cost.
Continued in next post...
Anyone know what the morale entries do? Left-overs and placeholders? I've tried giving some weapons morale damage but there didn't seem to any difference.
@Kolaris
After trying it myself, I figured out that gaunts got extra health when tiering up because they have an ability that applies a health modifier that is always on.
This ability has the requirement that they be in tier 2 or 3 respectively.
Does anyone know where the hp increase for gaunts and rippers upon advancing in Tiers is located? I want to try something similar, but instead reduce the cost of certain units when advancing in Tiers.
Secondly, is it possible/know a way to increase a squad size when gaining a level?
http://community.dawnofwar2.com/blogs/?p=756