As u can see is not ready. Keep working in some Actors details like pylon placement radio and other small details.
And here u can see the replicant model problem. same problem with the original as well.
And again Consoles models are ready for each faction. I got a way by Rewards but if I do it. The mode will be banned hope to find the way for mouse cursor and Console. Soon, rest been worked out.
Please let me know, if Or someone know how to do it.
1rst 10 min are Taldarim base. The other 10 min are AI Shakuras enjoy.
Here guys a part of my work.
Is not finished but hope Shakuras and Taldarim are ready before the end of this year.
All; Units, Units Deaths, Buildings, Buildings Deaths, Full Abilities Effects, Buttons, and Cursors.
Consoles are done. But can not find the way to make it works at the moment.
It is a mod. You can Add it in on Dependencies.
After that; Give a upgrade to the player and ready.
All will be changed automatically.
All what u have to do is to take care of your map.
Please look at my video. Really bad my first video in youtube. / :
More News. Shakuras is Full tested and ready.
Now taking care of Taldarim , starting with the Decal on units and buildings. ( :
Ok, Taldarim full ready, now testing.
(Some effects too red, others really pink, difficult to get all of them same colour tone)
But working on it.
All my Models been tested under any possible condition, before be realized.
I have a problem with the Replicant model, (Original & Retextured) is a bug in the model. Check Marauder attack Impact.
I’m trying to fix that, or I fix the Replicant model, or the Marauder weapons.
I will place a video again to u guys, see the Shakuras and The Taldarim under testing conditions.
In this particular video game is off line, im giving resources and some times god mode, otherwise I can not test it.
Again; Testing Conditions.
As u can see is not ready. Keep working in some Actors details like pylon placement radio and other small details.
And here u can see the replicant model problem. same problem with the original as well.
And again Consoles models are ready for each faction. I got a way by Rewards but if I do it. The mode will be banned hope to find the way for mouse cursor and Console. Soon, rest been worked out.
Please let me know, if Or someone know how to do it.
1rst 10 min are Taldarim base. The other 10 min are AI Shakuras enjoy.
Marauder Attack --> Replicant error fixed.
I recalled the full Actor again without the ImpactAttachQuery Methods.
It is present by default, so do not have to be called. I think so.
Anyway its works perfect and inclusive after research the grenades it slow target.
Copy and paste this in your Actor XML data here below. It will fix the problem and still 100 % Functional.
<CActorAction id="MarauderAttackLeft" parent="GenericAttack" effectImpact="PunisherGrenadesU" effectLaunch="PunisherGrenadesLMLeft">
<LaunchAttachQuery Methods="AMFilterWeaponLeft"/>
<LaunchAssets Model="MarauderAttackLaunch" Sound="Marauder_AttackLaunch"/>
<ContainerAssets Sound="Marauder_AttackLaunch"/>
<ContainerSiteOps Ops="SOpAttachHarness SOpForwardTargetPoint SOpMarauderAttackLeftOffset"/>
<Missile value="MarauderAttackMissile"/>
<!--ImpactAttachQuery Methods="AMFilterTarget AMProximityAll"/-->
<ImpactMap index="None" Model="MarauderBaseAttackImpact" Sound="Marauder_AttackImpact"/>
<ImpactMap index="Flesh" ModelReaction="BloodTargetImpact"/>
<ImpactPhysics Name="PunisherGrenadesImpact" MatchKeys="Basic" Physics="MarauderAttackDeathForce"/>
</CActorAction>
<CActorAction id="MarauderAttackRight" parent="GenericAttack" effectImpact="PunisherGrenadesU" effectLaunch="PunisherGrenadesLMRight">
<LaunchAttachQuery Methods="AMFilterWeaponRight"/>
<LaunchAssets Model="MarauderAttackLaunch" Sound="Marauder_AttackLaunch"/>
<ContainerAssets Sound="Marauder_AttackLaunch"/>
<ContainerSiteOps Ops="SOpAttachHarness SOpForwardTargetPoint SOpMarauderAttackRightOffset"/>
<Missile value="MarauderAttackMissile"/>
<!--ImpactAttachQuery Methods="AMFilterTarget AMProximityAll"/-->
<ImpactMap index="None" Model="MarauderBaseAttackImpact" Sound="Marauder_AttackImpact"/>
<ImpactMap index="Flesh" ModelReaction="BloodTargetImpact"/>
<ImpactPhysics Name="PunisherGrenadesImpact" MatchKeys="Basic" Physics="MarauderAttackDeathForce"/>
</CActorAction>