@DEFILERRULEZ: Go That's great news. When I tried it myself Zarxiel decided not to use my version, and I was forced to work on those giant... fat... grotesque... burping... things. XD
and a thing for the mod: it is now possible to make SC1 Hallucination work 100%. I don't know how it is in the mod right now, but if you guys need I can change it. The only drawback is that we would need to change the actor for all units to include the hallucination death animation.
I was working with that. The only units missing to hallucinate are the critters.
I haven't seen how the death of the hallucinated actors works yet, I can let you finish the job.
There are still some bugs that I don't know how to fix (like the turret of the sunken colony after morphing, the esnare animation with the carrier, or the lighting of the arbiter tribunal placement) and you may can.
I'm uploading the last modifications to the mod I've made (mod12) to dropbox. You can check it out then. We can also coordinate to solve the localization issues (param/etc/etc).
XD I already try to create the mod with dependencies, but the game ever crash, i try 2 times to do, but never work, cacho I don't know how he create a perfectal funcional mod with dependencies, so for this I first used the MEGA mod XD
@Cacho56: Go Have you added the possible targets one by one? Please tell me you didn't! Using the type fallback method works now! No need to detect every possible target to create the right hallucination!
Yeah Cacho kiked the old fats mods like a boss
@DEFILERRULEZ: Go That's great news. When I tried it myself Zarxiel decided not to use my version, and I was forced to work on those giant... fat... grotesque... burping... things. XD
and a thing for the mod: it is now possible to make SC1 Hallucination work 100%. I don't know how it is in the mod right now, but if you guys need I can change it. The only drawback is that we would need to change the actor for all units to include the hallucination death animation.
I was working with that. The only units missing to hallucinate are the critters.
I haven't seen how the death of the hallucinated actors works yet, I can let you finish the job.
There are still some bugs that I don't know how to fix (like the turret of the sunken colony after morphing, the esnare animation with the carrier, or the lighting of the arbiter tribunal placement) and you may can.
I'm uploading the last modifications to the mod I've made (mod12) to dropbox. You can check it out then. We can also coordinate to solve the localization issues (param/etc/etc).
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
DefilerRulez:"Gods... An abomination!Who created this Atrocity?"
XD I already try to create the mod with dependencies, but the game ever crash, i try 2 times to do, but never work, cacho I don't know how he create a perfectal funcional mod with dependencies, so for this I first used the MEGA mod XD
@Cacho56: Go Have you added the possible targets one by one? Please tell me you didn't! Using the type fallback method works now! No need to detect every possible target to create the right hallucination!
Ups! Yes I did. They're one set efect inside another.
I just saw how it worked, and extrapolated that to the rest of the units with copy paste. Fell free to overwrite it.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
Reduce the amount of code, and also use the method most likely to run quickly in-game. Soul has the right idea.