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by blackhawkfalled
Wed 31 Mar 2021 22:14
Forum: Modding
Topic: More questions regarding CIWS.
Replies: 4
Views: 219

Re: More questions regarding CIWS.

https://forums.eugensystems.com/viewtopic.php?f=187&t=42266&hilit=ciws+atgm&start=1390#p1032526 There are a few other details to set up Hi, Siryen, some finding here. When I was trying to add numbers for the flags list. for the MK84 JDAM. probably for the paveway III. I've found out tha...
by blackhawkfalled
Wed 31 Mar 2021 03:36
Forum: Modding
Topic: More questions regarding CIWS.
Replies: 4
Views: 219

Re: More questions regarding CIWS.

OMG Thanks! I should read your post one by one..
How did you figure that out?

by blackhawkfalled
Tue 30 Mar 2021 18:50
Forum: Modding
Topic: More questions regarding CIWS.
Replies: 4
Views: 219

More questions regarding CIWS.

So recently I was trying to make some of the missiles ingame CIWSable. I was following WAB:Noob's guide:http://forums.eugensystems.com/viewtopic.php?f=187&t=42266&start=700#p732129 Adding Damage module to the missile_bomb_MK84 -> UniteDescriptor.Module. And after some testing on the DEF weap...
by blackhawkfalled
Wed 17 Feb 2021 06:01
Forum: Modding
Topic: [MOD]Wargame Millennium
Replies: 25
Views: 18180

Re: [MOD]Wargame Millennium

Well, that's very unfortunate that the game updates just 2 weeks after the mod release..
by blackhawkfalled
Tue 9 Feb 2021 04:05
Forum: Modding
Topic: [MOD]Wargame Millennium
Replies: 25
Views: 18180

Re: [MOD]Wargame Millennium

Hi random2333, your mod is great.
But I think there is some bugs which makes the mod displaying the wrong name. In some case, doesn't display any name.
Like this: https://i.imgur.com/ZoAD72o.png
Do you have any idea how to fix that?
by blackhawkfalled
Sat 6 Feb 2021 22:52
Forum: Modding
Topic: [MOD]Wargame Millennium
Replies: 25
Views: 18180

Re: [MOD]Wargame Millennium

It's such a meme mod that even the poster's portrait is a meme.
Will Taiwan military power getting an unique audio?
by blackhawkfalled
Fri 5 Feb 2021 05:22
Forum: Modding
Topic: Ammo usage, Firing animation, Artillery shell travel speed.
Replies: 4
Views: 348

Re: Ammo usage, Firing animation, Artillery shell travel speed.

Under Actions, TCompositeHappening (special effect + sound effect) and TSoundHappening (just sound effect) concern you. If you open one of these, you will notice a second box will appear. https://i.gyazo.com/c581a2b2586476cdf59b7f4f6ad9572a.jpg The weapon_effet_tag is matched with the weapon_effet_...
by blackhawkfalled
Tue 2 Feb 2021 01:46
Forum: Modding
Topic: Ammo usage, Firing animation, Artillery shell travel speed.
Replies: 4
Views: 348

Re: Ammo usage, Firing animation, Artillery shell travel speed.

Inside the TAmmunition, there is FX_vitesse_de_depart, which is the travel speed. This incidentally affects the ballistic arc. With a slower speed, munitions will have a higher arc, with cluster weapons finding themselves detonating higher above the ground (same damage radius, but looks wrong) It's...
by blackhawkfalled
Mon 1 Feb 2021 08:07
Forum: Modding
Topic: Ammo usage, Firing animation, Artillery shell travel speed.
Replies: 4
Views: 348

Ammo usage, Firing animation, Artillery shell travel speed.

Hi everyone, I'm still a noob.. And might appreciate some help if possible. Because I still can't find the solutions for those question in the current modding tutorials. 1. Consuming ammos for both weapons on a unit's turret. I've noticed that In Wargame 1991 mod. The Radar AA missiles have a non-ra...
by blackhawkfalled
Sat 13 Jul 2019 19:09
Forum: Modding
Topic: Modding Questions Thread
Replies: 1677
Views: 424557

Re: Modding Questions Thread

Solved gdconstanteoriginal.ndfbin problem. Corrupt everything.ndfbin after saving made the rest of the ndfbin files unreadable, noticed because the game couldn't even start, corrupt installation. Now back to modding, in WALB there was a variable that defined the range at which armor penetration wou...

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