4/30/2023 0 Comments Supreme commander 2 revamp mod 2.0Personal variables I hope) -> Technical Info: added "or 0" error checks to stop. Gave larger custom non-fading countdown to ACU at start of the gameĬhanged some behind the scenes stuff for storage to prevent errors and minimize CPU usage (this should fix. If a projectile with 5 radius hit a factory shield, it would still do damage withen 1 radius 2 if it hits a mobile shield instead. If that same shell hit a factory shield (radius reduction of 4), it would still do damage, but only to that one shield, and no other units. For example Mobile Artilerry does 3.5 Radius Damage: Against a Uef Mobile Shield (with a DamageRadiusReduction of 3), it would do 0.5 damage radius. if a projectile that has area of effect hits a shield that has radius reduction, the amount of radius will be reduced by that much (currently only implementing for UEF bubble shield units). ![]() Tried to make hunker effectiveness upgrade text more clear as far as functionĮngineers should now get the proper hover speed buff on waterĪdded a DamageRadiusReduction variable to the Shield area of a unit's blueprints. 007 to 1, and is enabled/disabled by script only to keep building while hunkered and not set UI to not sync) known bug: will disappear if you ctrl+k and cancel (unittext is overwritten by suicide text) ![]() Removed the work progress bar for ACU nuke (it overlapped when ACU was working and didnt work well) and replaced it with a Nuke % UI element that should be mostly accurate (except in cases of weapon being disabled, it will be off sync for same amount of time it's disabled for but this should be quite rare.
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