Hi. Is it possible to do the following upon attacking
- Camera zooms in on the action with a Shift 3 vantage
- Attack is performed and resolved
- Camera zooms out again from the last position prior to the first step?
Thanks in advance.
Search found 13 matches
- Sun Aug 24, 2014 2:57 pm
- Forum: Battle Academy : Modders Corner
- Topic: Shift 3 through Script and back
- Replies: 1
- Views: 5213
- Wed May 14, 2014 4:49 am
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
I believe pip has just given me my missiles.
http://www.slitherinebravo.net/GameWiki ... ing_ui_hot
Thanks pip, and thanks again to amaris for the insights
http://www.slitherinebravo.net/GameWiki ... ing_ui_hot
Thanks pip, and thanks again to amaris for the insights
- Wed May 14, 2014 2:56 am
- Forum: Battle Academy : Modders Corner
- Topic: Custom Effects
- Replies: 5
- Views: 4258
Re: Custom Effects
Wow!
Thanks Pip. This will go a long long way.
I suppose this is compatible with BA2? I have availed of the EAP.
Thanks again.
Thanks Pip. This will go a long long way.
I suppose this is compatible with BA2? I have availed of the EAP.
Thanks again.
- Tue May 13, 2014 9:46 pm
- Forum: Battle Academy : Modders Corner
- Topic: Custom Effects
- Replies: 5
- Views: 4258
Re: Custom Effects
Thanks pip.
FX documentation will be very useful.
FX documentation will be very useful.
- Tue May 13, 2014 1:08 pm
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
Thanks. Will keep that in mind.Navaronegun wrote:Well, in a standard Fulda Gap era scenario using wire guided and "next gen" AT weapons (TOW, SAGGER, DRAGON, etc.) most had a minimum range of at least 50m, so you should be good with 1 hex (IIRC....been a while).
Nav
- Tue May 13, 2014 1:04 pm
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
Thanks for the heads up, I need to get on the Slitherine guys good side eventually then I guessAmaris wrote: particle effect editor isn't available ; you must ask nicely to Slitherine's guys ...
- Tue May 13, 2014 12:57 pm
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
@Navaronegun
Modern. Circa 80s to present. Have been looking around for a long time for an engine to mod and BA just hits the spot for me.
Modern. Circa 80s to present. Have been looking around for a long time for an engine to mod and BA just hits the spot for me.
- Tue May 13, 2014 12:46 pm
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
Merci beaucoup Amaris!
Very clever. I suppose a min-max can be set on the firing range so that the animation / effect looks just right.
Very clever. I suppose a min-max can be set on the firing range so that the animation / effect looks just right.
- Tue May 13, 2014 9:12 am
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
Amaris wrote:A very primitive and quickly test for the launch of a missile ...
How did you do that? Surely custom effects ? Or is it canned animation?
- Tue May 13, 2014 4:12 am
- Forum: Battle Academy : Modders Corner
- Topic: Custom Effects
- Replies: 5
- Views: 4258
Custom Effects
Hi.
I would like to make custom effects. Can anyone point me in the right direction?
Sometimes, I actually see some "tracer flashes" from attacker to target (like projectiles moving at fast speeds). Those are effects right?
Can I use models in effects?
Many thanks!
I would like to make custom effects. Can anyone point me in the right direction?
Sometimes, I actually see some "tracer flashes" from attacker to target (like projectiles moving at fast speeds). Those are effects right?
Can I use models in effects?
Many thanks!
- Mon May 12, 2014 11:43 pm
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
It's not really something that the engine is set up for. ....
Aha. I thought so. I found nothing in the existing scripts / documentation to support it, which makes Amaris torpedo attack thingy even the more amazing.
Animation is your best bet for a missile attack...
Yes, this seems to be the ...
Aha. I thought so. I found nothing in the existing scripts / documentation to support it, which makes Amaris torpedo attack thingy even the more amazing.
Animation is your best bet for a missile attack...
Yes, this seems to be the ...
- Mon May 12, 2014 2:39 pm
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Re: Missiles
Hi Amaris. Thanks. Saw your mod awhile back. Wickedly cool stuff! You are the man :shock:
Sorry for not being very specific on my question! I think I can follow the logic in adding UI functionalities and damage setup. My problem is more on the graphical representation.
How do you represent the ...
Sorry for not being very specific on my question! I think I can follow the logic in adding UI functionalities and damage setup. My problem is more on the graphical representation.
How do you represent the ...
- Mon May 12, 2014 1:36 pm
- Forum: Battle Academy : Modders Corner
- Topic: Missiles
- Replies: 26
- Views: 33971
Missiles
Hi. New BA player and loving it.
I am looking to do a modern day mod and I absolutely need to figure out how to do missile attacks.
I have been exploring the scripts and I have looked into the engine documentation.
Can anyone point me in the right direction on where to look? I am fairly ...
I am looking to do a modern day mod and I absolutely need to figure out how to do missile attacks.
I have been exploring the scripts and I have looked into the engine documentation.
Can anyone point me in the right direction on where to look? I am fairly ...