Before version 2.X there was a collision-layer that only the out-of-map tile had, called "floor-layer". This could be used to have entities only exist on solid ground or water but not outside of the map (I used it for a car mod, the vehicle could drive both on water and solid ground).
However from 2 ...
Search found 14 matches
- Tue Oct 29, 2024 1:35 pm
- Forum: Not a bug
- Topic: [2.0.12] "floor" collision-layer no longer standalone for out-of-map tile
- Replies: 1
- Views: 205
- Wed Oct 23, 2024 2:24 pm
- Forum: Documentation Improvement Requests
- Topic: Explanation for properties of ActivityMatchingModifiers and VehiclePrototype
- Replies: 0
- Views: 101
Explanation for properties of ActivityMatchingModifiers and VehiclePrototype
I would like to request some API Doc explanations on some parameters I am working with but don't quite know what they do
impact_speed_to_volume_ratio and deliver_category of VehiclePrototype
and
multiplier, minimum, maximum, offset and inverted of ActivityMatchingModifiers
impact_speed_to_volume_ratio and deliver_category of VehiclePrototype
and
multiplier, minimum, maximum, offset and inverted of ActivityMatchingModifiers
- Wed Oct 23, 2024 11:42 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 53391
Re: Version 2.0.7
The changelog doesn't say that was removed
Code: Select all
defines.gui_type.research
- Sat Aug 31, 2024 11:52 am
- Forum: Modding interface requests
- Topic: BeamAttackParameter source_offset for more entities
- Replies: 5
- Views: 2278
Re: [1.1.45] source_offset not applied for BeamAttackParameter
On action_delivery, the source_offset only gives final offset to the beam starting point and doesn't rotate with the shooter. This is different behavior compared to laser-turret where the source_offset of the attack_parameter itself provides a rotating offset where it follows the rotation of the ...
- Mon Jun 24, 2024 9:27 am
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 1033
- Sat Jun 22, 2024 9:12 pm
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 1033
Re: Tank animation while rotating
Since the animation while rotating counter clockwise is backwards and while clockwise its forward, yesIlliander42 wrote: Fri Jun 21, 2024 5:36 pm Does it get the track rotations right for turning left vs right?
- Fri Jun 21, 2024 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 1033
Tank animation while rotating
TL;DR
Vanilla tank should have animated tracks while turning on the spot
What ?
Right now the tank's tracks are not moving when you turn on the spot. But with some simple spritesheet rearrangements and image splitting and remerging done, it can be animated while rotating. I have tried that ...
Vanilla tank should have animated tracks while turning on the spot
What ?
Right now the tank's tracks are not moving when you turn on the spot. But with some simple spritesheet rearrangements and image splitting and remerging done, it can be animated while rotating. I have tried that ...
- Mon Jun 17, 2024 2:54 pm
- Forum: Modding interface requests
- Topic: Speed limit for car prototypes
- Replies: 0
- Views: 357
Speed limit for car prototypes
I would've needed this already years ago when I started adding mod cars XD
But yeah a max speed limit property for car prototypes would really help create more realistic cars. Without them you don't really have control over the max speed unless you play around with mass, consumption, friction and ...
But yeah a max speed limit property for car prototypes would really help create more realistic cars. Without them you don't really have control over the max speed unless you play around with mass, consumption, friction and ...
- Fri Jun 14, 2024 2:02 pm
- Forum: Modding interface requests
- Topic: Support turn_range for artillery type cannons
- Replies: 2
- Views: 412
Support turn_range for artillery type cannons
I would love it and could make use of a turn_range support for artillery type turrets and ~ wagon turrets.
Currently they always have a 360Β° aiming circle regardless of the value that you set in the gun's attack_parameters of the artillery gun.
Now I dunno how the artillery logic is implemented ...
Currently they always have a 360Β° aiming circle regardless of the value that you set in the gun's attack_parameters of the artillery gun.
Now I dunno how the artillery logic is implemented ...
- Fri Oct 15, 2021 5:44 pm
- Forum: Won't fix.
- Topic: [1.1.42] Cars trigger_target_mask is not relevant for turret targeting
- Replies: 3
- Views: 2228
[1.1.42] Cars trigger_target_mask is not relevant for turret targeting
I'm currently making a mod again. I'm trying to make an "ammo-turret" that only aims at "car" s that have a certain trigger_target_mask .
I'm doing this by giving the turret a new TriggerTargetMask {"air-unit"} as attack_target_mask , {"ground-unit"} as ignore_target_mask and giving all cars the ...
I'm doing this by giving the turret a new TriggerTargetMask {"air-unit"} as attack_target_mask , {"ground-unit"} as ignore_target_mask and giving all cars the ...
- Sun Jun 06, 2021 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
- Replies: 4
- Views: 4160
Re: [1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
- Sun Jun 06, 2021 9:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
- Replies: 4
- Views: 4160
Re: [1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
I tried to fix it with a custom-input where I would be teleported out of the bunker per script but it seems the game doesn't wanna do that too. I used the script from the cargo ships mod and adapted it to my use. It works on all other car/train prototypes but not my bunker.
function ExitBunker(e ...
function ExitBunker(e ...
- Sun Jun 06, 2021 8:40 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
- Replies: 4
- Views: 4160
[Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
I'm making a lot of car mods lately. My newest "car" mod is a stationary bunker. It cannot move but shoot.
It has a collision_box of {{-4.5, -3.7}, {4.5, 3.7}}. Whenever I try to exit the "car" after I entered it, it won't let me. No obstacles in the way, just me and the "car" in an empty testing ...
It has a collision_box of {{-4.5, -3.7}, {4.5, 3.7}}. Whenever I try to exit the "car" after I entered it, it won't let me. No obstacles in the way, just me and the "car" in an empty testing ...
- Mon Mar 01, 2021 9:41 am
- Forum: Texture Packs
- Topic: Request tutorial to render vechicle graphics
- Replies: 4
- Views: 6331
Re: Request tutorial to render vehicle graphics
I recently made a video about it:
https://www.youtube.com/watch?v=h36kd6wiWy8
https://www.youtube.com/watch?v=h36kd6wiWy8