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    Recent Best Controversial
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      its been a while since the latest Development Report of this Project. I want to present you the Development Progress for the next Version of the Commander Survival Kit. Lets Begin with the new Features and Improvements, which have been added into the Mod recently.

      New Designs:

      Note:
      The Command Center has been renamed into Reinforcement Center

      Aeon Tech 2 Reinforcement and Tactical Centers:
      bbf3f6d9-8c12-4944-8b8a-e9c80aa5c1ba-17280859231298191069851132840074.png
      c1b0ea4f-b554-4757-b7ff-27e7760b2c76-172808587208774270992779253322.png

      Seraphim Tech 2 Reinforcement and Tactical Centers:
      image-198.png
      image-182.png

      Naval Reinforcements Manager:
      The Naval Reinforcements Manager is now fully finished. In the next upcoming Version Players will be able to call Submarines, Frigates, Destroyers, Cruisers Battleships, Battlecruisers, Aircraft Carriers and more as Naval Reinforcements on the Map.
      1c646653-ea51-40f9-af1e-8693d18bbfc3-17280860800022382030111449361403.png

      Available Units Section:
      In the previous Versions of the Mod all available Units Independent of the Techlevel, where included in this Section as callable Reinforcements. To make it more organized this Section has been separate into 4 switchable Pages
      Tech 1, Tech 2, Tech 3 and Experimental in Detail
      The fourth Page "Experimental" is usually disabled
      be1997f2-33d2-4db7-8c53-35b116ef3c7a-1728086117750343662707939246011.png
      eee5d227-14ce-432a-8979-886000f33d76-17280861473022832169264418404092.png
      0df5afb6-3cd8-4abd-8a27-c84889445ba6-17280861781627636770669135186974.png

      Callable Experimental Reinforcements (Optional):
      In the next Version of the Commander Survival Kit. Experimental Units can be called as Reinforcements. They can be called from the fourth Page Experimental of the Available Units Section of each Reinforcements Manager. However there are usually Set to be Not callable in the Lobby. So Players will need to Set the Option to callable If they want to have Access to Experimental Reinforcements in the Match. UEF callable Experimental Land and Naval Reinforcements will be delivered with an Squadron of Cargo Gunships, which Transport them with Tractor Beam Emitters
      7f5337bb-b345-4985-aa9a-03b2d404337c-17280863120936740438933122539203.png
      image-227.png
      image-298.png

      New Structures
      The next upcoming Version of the Commander Survival Kit will introduce some new Possibilities to Set Up an more Structure wise Gameplay compared to previous Versions

      HQ Communication Center (For all Factions):
      If you Set the specific Lobby Option to buildable the two Main Buttons of the two Managers will be available only If the Player builds the HQ Communication Center. This new buildable Structure on Tech 2 unlocks the two Main Buttons of the two Managers. It can only be builded once by each Player. If this Building get Destroyed you will lose the Access to both Managers as Well. So you will need to rebuild it to get the Access to both Managers Back.
      7d734060-6e2e-48ef-9875-ac95ce6bcf6d-17280865576743319700696594858294.png
      34c4f62f-97db-4837-9961-4aba6a0d942e-17280865811112527338402470820719.png
      40b4f72d-acf0-4df3-9561-a9a9ce3c60f2-17280865971563747906984610307013.png
      image-123.png

      Reinforcement and Tactical Point Storages (For all Factions):
      In the next Version of the Commander Survival Kit Players will be able to Increase the amount of Collectable Points of both Managers directly in the Match with these two Buildings. Each Player can only build one of these two Buildings. Both Buildings can be Upgraded from Level 1 to Level 5 which Increase the amount of Collectable Points of both Managers with 1000. You can Increase them to 5000 in total if you Upgrade both Buildings to Level 5. The Access to these two Buildings can be managed with thier own Lobby Option.
      Additionally the other two Lobby Options to Set an specific Value for the amount of Collectable Points of both Managers can be Set to 0 now. So you can now Play the Mod with Structures only to Manage both Managers directly in an Match.
      b1992c33-0a0b-40a4-a585-a135566bec05-17280866861364073409749805881084.png
      e3f2b9e3-314e-4f68-b15b-cbfd50055bf7-17280867149756778504971636230258.png
      832d5a46-c8c4-49b2-b564-474dbf9a4f30-17280867363928020009807439018081.png
      1a04da39-e603-41a6-ab22-862369239955-17280867568798192600954562037031.png
      0d50d7e3-0e7a-482a-850c-2f8ff9684fef-17280867901972140932200297378984.png
      3b129756-71f6-4cd7-95f4-6a665472fa69-17280868074726438946673210314249.png
      825c342f-7b59-42f4-a40a-824d1a8a55d8-17280868281967660851896395521485.png
      c14a29a0-47a9-4ef8-b603-ac88a9cd515d-17280868676385982980577166500894.png
      13b7782f-1c51-416d-80d1-006f0d53cfcd-17280874264324305297618664027619.png
      26441c35-f3cf-4532-9bd6-1e9f42b71b48-17280874575091945238464710782476.png

      New Drop Mechanics for UEF Land and Naval Reinforcements:
      Tech 1 and Tech 2 Land Reinforcements will now be delivered by two different Cargo Planes which Drop them with Parachutes. Tech 3 Land and all Naval Reinforcements will be delivered with an Cargo Gunship.
      image-256.png
      image-269.png
      image-204.png
      ca918a53-cddb-426b-ab62-f321ce2cc97c-17280876741403459602586596864548.png
      60829aac-be03-4565-9909-5a7154414d37-17280877015477955773098667674493.png
      1a933b3d-5fd1-4837-9d11-32b7528feba0-17280877177027882879719238799305.png
      fce2582c-bb21-4831-bac2-5f6044175179-17280877370736299714405106114581.png

      Other new Lobby Options:
      Land. Air and Naval Reinforcements can now be managed with thier own Lobby Options. Example: If you don't want to have Air Reinforcements in your Match you can now fully Disable the Air Reinforcements Manager. Air Strikes have get their own Lobby Option as Well. So If you don't want to have any Air Strikes in your Match you can fully Disable them in the Lobby as Well. This Feature was Requested by @cychwa_klaymberg
      image-189.png

      Currently in Development:
      The next upcoming Version of the Commander Survival Kit will introduce several new Air Strikes from Torpedo Bombers, Ground Attack Fighters and more.

      Drop Turrets and Devices Section:
      Players will be able to call Drop Turrets and other Support Devices in the next Version. Both have Access to the Enhancement Upgrades which can be used to Upgrade them with new Abilities, Weapons and other Effects. You can see here an Preview of the:

      UEF Drop Turret:
      f8bbb93e-857a-494c-9920-4fb0603b5c49-1728087930129430870520664849751.png
      UEF Drop Repair Turret:
      8f70b3b5-e926-47ee-93c1-e7d33eeaf69c-1728088188438881626604420787528.png
      UEF Drop Supply Station:
      image-176.png
      They will Not be buildable by Engineers, ACUs or SACU's compared to regular Turrets. So they will be callable only by the Drop Turrets and Devices Section from the Fire Support Manager. More Details related to them will be presented in the next Development Report.

      Several other Improvements:
      The Spawn Mechanic of the Air Strikes, callable Air Reinforcements and Others which are similar to them has been Improved. Expandable Maps with Playedable Areas (such as Campaign Maps) are now supported by this Mechanic.

      Alright I think this is enough for this Report and gives you a nice Preview of what is coming in the next Version of the Commander Survival Kit, which will be Released in Dezember. If you want to Check Out the New Features before the new Version arrives in Dezember in Early Access. Please Download the GitHub Version of the Commander Survival Kit. πŸ˜‰

      Link
      https://github.com/CDRMV/Commander-Survival-Kit

      Stay tuned for the next Development Report
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      @cychwa_klaymberg
      Hey glad to hear you like it. πŸ˜‰
      Nice Idea and Suggestion do you have I like that
      The Integration of New Lobby Options to Enable or Disable callable Land, Naval or Air Reinforcements from the Reinforcements Manager in the Match can be added into the Mod.

      New Lobby Options for Air Strikes and the other things from the Fire Support Manager are possible as well. The only thing is the Mod will introduce a large additional amount of New Lobby Options into the Game, which could overwhelm some Players at the begining. But I think it makes the Mod fully customizable and even more enjoyable as an Result

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      @comradestryker
      Regarding to the new upcoming Version of the Commander Survival Kit (Version 1.20). The Development of it still progressing very Well and several new Features has been added to the Mod recently, which I will present here soon in the next Development Report. There are a few other Features for Version 1.20, which are still in Development and they will be presented later. However the finished new Features can present already.
      So stay tuned for the next upcoming Development Reports. πŸ˜‰

      posted in Modding & Tools
      C
      CDRMV
    • RE: Firey Explosions mod FAF

      @ZBC
      Hey ZBC,
      thank you so much for your hard Work to bring the classic Firey Explosions Mod to FAF.
      Looking forward for upcoming Updates and you own Explosion Mod in the future.
      Keep Up the good Work.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Get Hidden Map Area

      @Rama
      Hey Rama,
      It is possible to get the Information of the Hidden Area outside the Map
      Uveso has Show me an Way how to do that.
      I primary use it for several Spawn Mechanics of callable Reinforcements and the Airstrikes which are included in my Commander Survival Kit.
      So maybe it could help you for what you want.
      But you will probably need to modify the Code for your purposes.

      GetPlayableArea:
      This Function checks for the existence of an playable rectangle (area) on the map.
      If one exists it returns the playable rectangle (area)
      If not it simple returns the size of the map

      GetNearestPlayablePoint
      This Function checks whether the given unit position is outside the playable rechtangle (area)..
      If the Unit is located outside the Map it returns a new generated Vector inside the Playable Area
      If Not it doesn't return anything.
      The included Check for ScenarioInfo.type == 'skirmish' is optional
      So If you want to use the Code for specific Game Modes only you can use the Check.
      For example: Campaign, Skirmish or anything else.

      If you have any additional Questions related to this.
      I still have Contact with Uveso on Discord to pass them on to him.

      GetPlayableArea = function()
          if ScenarioInfo.MapData.PlayableRect then
              return ScenarioInfo.MapData.PlayableRect
          end
          return {0, 0, ScenarioInfo.size[1], ScenarioInfo.size[2]}
      end,
      
      GetNearestPlayablePoint = function(self,position)
      
          local px, _, pz = unpack(position)
      	
      if ScenarioInfo.type == 'skirmish' then
      local playableArea = self.GetPlayableArea()
      
          -- keep track whether the point is actually outside the map
          local isOutside = false
      
          if px < playableArea[1] then
              isOutside = true
              px = playableArea[1] + 1
          elseif px > playableArea[3] then
              isOutside = true
              px = playableArea[3] - 1
          end
      
          if pz < playableArea[2] then
              isOutside = true
              pz = playableArea[2] + 1
          elseif pz > playableArea[4] then
              isOutside = true
              pz = playableArea[4] - 1
          end
      
          -- if it really is outside the map then we allocate a new vector
          if isOutside then
              return {
                  px, 
                  GetTerrainHeight(px, pz),
                  pz
              }
      
          end
      end
      end,
      
      

      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      @comradestryker

      If everything goes according to plan, we will see the next official version of the Commander Survival Kit (Version: 1.20) between Christmas and New Year's Eve this year. If not then in January or February 2025 Until the new version of the Commander Survival Kit is released, you can download the official developer version from GitHub at any time. The Developer Version will be expanded with new functions and features with the next Early Access updates. At the moment the development progress for the next version of the Commander Survival Kit (Version: 1.20) is progressing very well.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      Just want to let you know I'm working on several new Stuff for the Commander Survival Kit this time.
      Regarding to the Survey of the Introduction of callable Experimental Reinforcements:

      Although there wasn't much participation in the survey here, the results on my Discord server were clearer. Callable Experimental Reinforcements will be added into the Reinforcements Manager of the Commander Survival Kit soon. They will be available for Land, Air and Naval. However they will be optional. That means a new Lobby Option to manage them will be added to the Mod as Well. So Players will be able to Enable or Disable the Access of Callable Experimental Reinforcements for thier Matches. The Access of Callable Experimental Reinforcements is usually disabled.

      Additionally I'm working on several other new Stuff for the Commander Survival Kit:

      For example new types of callable Air Strikes for each Faction.
      New Drop Mechanics for callable UEF Land and Naval Reinforcements.
      A more sorted Available Units Section of the Reinforcements Manager (Tech 1, Tech 2, Tech 3 and Experimental)
      As mentioned above on the upcoming Introduction of callable Experimental Reinforcements
      Two new buildable Structures (what they do will be revealed later)
      Callable Dropable Turrets
      And more.

      Stay tuned for upcoming News and Updates related the topics above.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      The Fire Support Manager of the Commander Survival Kit has get new Additions.
      Of course for all Factions. πŸ˜‰
      8caf32e4-5814-49ea-81db-e0a067ae6b7e-image.png

      213baf3c-2960-4f7f-9c8b-0f45a6d60d1c-image.png

      Players are now able to call a Strategic Missile on an Target Location. Or they can now Intercept an Incoming Strategic Missile with an callable Anti Strategic Missile over an Target Location.

      These new callable Missile Barrages are now available in Early Access on Github. They can be find inside the Missile Section of the Fire Support Manager (Commander Survival Kit)


      Two Surveys:
      The following Surveys are focused on the two Managers of the Commander Survival Kit.

      Should Experimental Units appear as callable Reinforcements?

      Available Options for this Survey:

      • Yes
      • No
      • Only with an Lobby Option (Enable/Disable)

      Should Experimental Air Units appear as callable Air Strikes?

      Available Options for this Survey:

      • Yes
      • No
      • Only with an Lobby Option (Enable/Disable)

      Both Surveys are Open until next Sunday
      I'm looking forward for the Results

      Stay tuned for more Updates
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Regarding to the Issue about the Disappear Mechanic of the Callable Airstrikes.
      After a few additionally Analyzes by myself the Code itself is working in General. I have notice that the Air Units will disappear mostly If they reach the Border of the Playable Area/Map. However they will Not always disappear If Enemy Units are in thier Range for some Reason. So sometimes they will start to do an Attack Run after that until No Enemy Units are in thier Range. If the Airstrike Air Units are in Idle Stage again they will disappear as expected. Even If there are inside the Map, which can look funny sometimes. An Possibile Cause of this Problem could be an Overlap of the Playable Areas on the Map, which Breaks the Code a Bit for a few Areas but that is an theory by myself. I will still Look to find an fix for it, which I can't clearly give an garantee for it. So maybe we will need to Life with this small funny Issue in the future.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      its time for an new Development Update of this Project.

      Commander Survival Kit (Sim Mod):

      Callable Airstrikes and Air Reinforcements:
      Finally after some Experiments with the Code:
      Callable Airstrikes and Air Reinforcements by the two Managers are now working in the Campaign. The Code behind the Spawn Mechanic has been Improved to check whether the spawnposition is in the playable area of ​​the map. Additionally it checks which Gamemode (Campaign, Skirmish or whatever) the Player is currently playing to load the correct Spawn Code for them.

      9463b5da-c0fe-46ed-ae1f-816677458a80-image.png

      The Campaign Fix is now available in the official Github Version of the Sim Mod: Commander Survival Kit and will be included in the next upcoming official Release. If you use an old Version of the Commander Survival Kit please delete it first and install then the Github Version.

      Please Note:
      There is an small Issue in terms of the Disappear Mechanic, where Airstrike Air Units doesn't disappear if they reach the other Side of the Playable Area (Map). As always, I'm already looking for a fix. So stay tuned for upcoming Updates regarding to this.


      Commander Survival Kit Units:

      4 new Seraphim units has been added into the Mod

      'Isanthu Asthum' - Tech 3 Recycling Tripod
      A 3 Legged Walker armed with an Reclaiming Cannon.The Improved Targeting System of the Cannon allows it to reclaim enemy Land and Naval Units in an specific Range automatically. So this Walker use Reclaim only as its Main Weapon and comes with an large amount of Health Points. The Design is based on the Hierarchy Reaper Drone Walker from the Videogame Universe at War.

      Guide to use it correctly:
      Order the Unit to Move in the near of an Enemy Unit. If it stops it will start the Reclaim Process automatically. The Range of it is a Bit smaller to its Visible Range.

      a5cbe921-ddee-4bb5-9223-8d907737ef60-image.png

      'Isanthu Kthan' - Tech 3 Combat Multifunction Tripod
      A 3 Legged Walker which comes with 5 different Weapon Variations. That means this Unit comes with the Weapon Random and Enhancement Upgrade System to support several different Weapon Layouts as Variations. The Tripod gets access to an Strong Sniper Turret, Rapid Fire Energy Blasters or Beam Cannons. All three can appear as an single or mixed Weapon Layout Configuration. Since the tripod does not have a fully rotatable torso, it must be positioned strategically. Only then can he fire his weapons. The Design is based on the Tripod from the Video Game Half Life and on the BBC Tripod.
      2ab582ca-7825-4285-a21c-614b7e18e2d5-image.png
      0f657c03-750a-472e-827e-48714771f22e-image.png
      4ec272c3-62fc-4fa0-8488-246dac3c21b4-image.png

      'Isanthu Defanthum' - Tech 3 Deployable Rapid Fire Turret
      A 3 Legged Walker, which is armed with an new type of an Rapid Fire Turret.
      It comes with an Toggle Button to switch from Mobile to Stationary Mode and backwards. The Walker is amphibious, but is not be able to deploy into Stationary Mode in Water and Seabed. The Design is based on an unused Concept of an Hierarchy Walker from the Video Game Universe at War.

      Undeployed (Mobile):
      d199f925-d5e3-401a-85bf-642b3a7cc3d1-image.png

      Deployed (Stationary):
      7c76badb-f10a-4cfa-bc47-cc8c222cb62f-image.png

      'Isanthu Xhantha' - Tech 3 Mobile Missile Battery Tripod
      A 3 Legged Walker which is armed with 8 Ihana Missile Launchers for Long Range Fire Support. The Walker is amphibious and has an good Movement Speed. However he only has 1500 Health, which makes him weak against enemy attacks.
      06bc51f2-f027-4896-8854-409e8f325deb-image.png

      All new Units are now available in Early Access on Github for Testing.
      They are included in the Mod: Commander Survival Kit Units.

      Looking forward for your Feedback.
      Stay tuned for more Updates. πŸ˜‰
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Remove black soot

      @caliber
      Its an Lua Function Not an Folder.
      The CreateDecal Function is Declared here:
      https://github.com/FAForever/fa/blob/develop/engine/Sim.lua

      Look at Line 217

      For Nukes the Function usually appears inside the script.lua File of the Explosion Entity.
      Here is an Example at Line 50 to 52 for the UEF Nuke
      https://github.com/FAForever/fa/blob/develop/effects/Entities/UEFNukeEffectController01/UEFNukeEffectController01_script.lua

      To deactivate the Decal on regular Explosions for Artillery or Missile Impacts.
      This Lua File could be Interesting for you:
      https://github.com/FAForever/fa/blob/develop/lua/defaultexplosions.lua

      There are several appearences of the CreateDecal and CreateSplat Function here where their Duration should be setted to 0.

      If you have Change them to 0 or out commend these two Functions directly by using an --Functionname all Non Nuke Explosions should Not Spawn an Decal Texture anymore. I think this is probably the best Way to do it.

      Hope it helps you.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Remove black soot

      I think what you mean are the Decal Textures of an Weapon Impact.
      Such as the Impact Crater Texture of an Nuke in this Case.
      Decals have an Duration Variable which can be set inside of the CreateDecal Function.
      If the Duration is set to 0 the Decal Texture doesn't Show Up.

      --- Creates a decal with supplied parameters. The decal is visible only to armies allied to `army`.
      ---@param position Vector
      ---@param heading number
      ---@param textureName1 FileName
      ---@param textureName2 FileName
      ---@param type DecalType
      ---@param sizeX number size on x axis in game units
      ---@param sizeZ number size on y axis in game units
      ---@param lodParam number distance in game units before the decals disappear
      ---@param duration number lifetime of the decal in seconds, 0 for infinite
      ---@param army Army
      ---@param fidelity? number
      ---@return moho.CDecalHandle
      
      function CreateDecal(position, heading, textureName1, textureName2, type, sizeX, sizeZ, lodParam, duration, army, fidelity)
      end
      

      Alternative the CreateDecal Function of each Weapon Code could be Out commented, which deactivate them fully Ingame. However a Mod which deactivate all Weapon Impact Decals in the Game doesn't exists as far as I know. It is possible in General but complex.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Quick Nuke Launch button missing

      Personally I prefere more to make this Ability Panel Part of an optional UI Mod.
      Instead of add it directly into the FAF Base Game.
      Don't get me wrong the Function and Idea behind this is Nice and useful.
      But If this Panel is going to be added into the FAF Base Game these things should be done:
      Please put the Panel to an another Location of the UI (Maybe on the Right Side?)
      Or make it Part of an small Special Ability Window, which can Change its Size or Location by the Mouse.
      The Reason is the current Panel overlaps the Main Buttons of the two Managers from my Commander Survival Kit. That means it makes it much harder to use the Buttons of the Reinforcements and Fire Support Managers correctly in the Game. Therefore I hope that my suggestions should be taken into account when the panel is going to be added into FAF. Thank you.

      posted in Game Issues and Gameplay questions
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      Its time for an new Development Update of this Project.
      This Time the first Wave of new Seraphim Units and a new UEF Support Air Unithas been seen on the Battlefield.
      Lets jump to it to see them:

      'Isthu Asama' - Tech 3 Heavy Assault Walker:
      A four legged armored Walker, which comes with an integrated Bubble Shield Generator. The Walker is armed with 4 Rapid Fire Energy Weapons and two Tactical Missile Launchers. This Unit will get AA Missiles in the next Update, as an alternative Weapon to the Tactical Missiles. Both will be linked with an Weapon Toggle Button to switch them. The Walker is buildable in the regular Tech 3 Land Factory, Amphibious and Fast. The Design is based on the Chimera Stalker from the two PS3 Video Games Resistance 2 and 3
      acae7ed0-6031-4962-8cd6-8750d053b0dc-image.png
      22e01f21-da82-4872-b044-726bf82677cd-image.png

      'Isthu Yhona' - Tech 3 Super Heavy Missile Walker
      A large 4 Legged Walker armed with two Tactical Missile Launchers which fires 6 Missiles in Total. However the Walker comes with an Special Toggle Ability to Enable or Disable the Mini Tactical Nuke Mode. This Mode gives your the Ability to Build 6 Mini Tactical Nukes, which can be fired Manually to an Target Location. The Design of this Walker is based on the Chimera Goliath Walker from the Video Games:
      Resistance Fall of Man, Resistance 2 and Resistance 3.
      c682316b-0174-415b-a1fd-32666a78eb91-image.png
      37b1b630-71a0-419e-9159-41b30e107a29-image.png

      'Isanthu Mayatha' - Tech 3 Super Heavy Assault Tripod:
      A large Armored 3 Legged Walker. It is armed with two advanced Energy Beam Cannons with an higher Damage Output and larger Range compared to the Combat Scout Tripod. The Design is based on the Alien Tripod from the 2005 Movie War of the Worlds.
      1ee2d038-0aeb-4b5c-922d-37a74e9e5821-image.png
      be5ec155-d38f-448f-8767-41610c825864-image.png

      'Isanthu Gtho' - Tech 3 Combat Scout Tripod
      A 3 Legged Walker, which is armed with an powerful Energy Beam. Its integrated Radar and Sonar Device makes it really usable as an Scout. This Unit is amphibious and can walk on the seabed. This Walker will get the Acid Cloud Ability in the next upcoming Early Access Updates. The Design is based on the Hierarchy tripod walker from the Game Universe at War.
      c0068d41-20c3-4000-b657-9f8b481ebbe7-image.png c2d6be87-9b39-48ff-a019-b7a783858595-image.png

      'Mithoo' - Tech 3 Type 2 Attack Drone:
      A large Air Drone which is artmed with two Rapid Fire Energy Blasters. The Design of this Unit is based on the Type 2 Drone from the Games Earth Defense Force 5 and 6.
      78985c3c-8bb2-4206-91b1-33abc4f95484-image.png

      'ASham' - Tech 1 Flying Saucer
      This small Seraphim Flying Saucer is actually an Prototype of an Flying Anti Gravity Vessel. It is armed with an Rapid Fire Energy Weapon in its Center.
      6afddd3a-90eb-43ac-b194-dca356de7c5e-image.png

      'ASham Ithum' - Tech 2 Flying Saucer
      The Successor of the ASham but with different Design, which is developed over an small Quantum Portal Core Generator. This Flying Saucer uses the Quantum Portal Core Generator to an fire Energy Weapon on the Target. The Energy Weapon is fired by an Device form the other Side of the Portal and comes out of Energy Core in the Center of this Flying Saucer.
      ace3d30c-bd58-4a83-ac8e-1bbf697bb83a-image.png

      'ASham Itas' - Tech 3 Flying Saucer
      The Successor of the ASham Ithum. It is armed with Improved Quantum Portal Core Generator to shot an Energy Beam on the Target. The Beam is fired by an Device form the other Side of the Portal and comes out of Energy Core in the Center of this Flying Saucer.
      933ac5d7-e9e3-400e-8f39-6c0e4805882f-image.png

      As mentioned before the UEF has get a new Support Air Unit as well.

      'BC-77 Globemaster' - Tech 3 Reinforcement Plane
      A large Cargo Aircraft, which is designed to Transport Support Devices and Vehicles to the Battlefield. The Unit will drop three Factory Containers, which are able to build a single Land Unit of your choice as Land Reinforcement. Each Container will disappear after the Build Process is finished and needs to be called by the Plane again for more new Land Reinforcements. Additionally this Air Unit comes with an Prototype of my Anti Air Missile Flare System for preview Testing. The Flare System Checks of any enemy Anti Air Unit in range and will deploy the Flare Projectiles to intercept the Anti Air Missiles. If the Factory Containers are going to be dropped on an Location the Air Unit will use the Flare System as well to make you know the Containers have been arrived on the Target Location.

      This Air Unit will later get two alternative Features for the Factory Containers to drop an special Designed Defense turret or Support Devices to give your Land Units a few useful Buffs.
      9f25e952-2079-41c9-bcb7-000e60f3d6b2-image.png
      30dcb158-56ef-4b9b-bf5f-5db6f8e44723-image.png
      6526587b-9082-4ea7-9bad-d44f898f8ec9-image.png

      All new Units are now available in Early Access on Github for Testing.
      They are included in the Mod: Commander Survival Kit Units.

      Looking forward for your Feedback.
      Stay tuned for more Updates. πŸ˜‰
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Messing around with unit intel and whats possible

      Really good Work. Next to of using it as an new Radar System it could be used for to give Land Units an Spotlight Mechanic. Unfortunately the Game doesn't has an automatic Day and Night Cycle System on its Maps but I See some Potential on Night Maps. Imagine an Toggle Button to Turn On or Off the Spotlights which Increase thier Visible Range with these Characteristics. Looking forward for future Updates.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      I Just want to let you know the next Development Updates are coming soon.
      I have decide to take an Break for a few Weeks because of Real Life Stuff.
      The next upcoming Updates will introduce several new Units and Features.
      One of the Highlights will be the First Wave of new Units for the Seraphim. πŸ˜‰
      So stay tuned for more Updates.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Question about HideBone(bone, affect children)

      @resin_smoker
      Impressive most Impressive πŸ˜‰

      posted in Modding & Tools
      C
      CDRMV
    • RE: Question about HideBone(bone, affect children)

      @resin_smoker
      Looks Interesting and looking forward for the Finished Version of it. πŸ˜‰ I have created an different Death Sequence for my Cybran Worms, where each Section explode one after the other.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      Just want to present you a Small Development Update this time. As you know the Commander Survival Kit Project will introduce Natural Disasters into the Game.
      Last Year I have created an Volcano which was using two different 3D Models and fires Lava Bombs around it.

      You can See the old Volcano here:
      https://www.moddb.com/mods/commander-survival-kit-csk/videos/vulcano-preview4#imagebox

      However I have fully rework the Volcano in its Appearence in the Game.
      And this opens the Door to add new Features to it.
      The Volcano itself is No longer an 3D Model.
      He is now generated by Terrain Deformation.

      Big Thanks goes to Balthazar for His Crater Mod

      You can See here a few Screenshots:
      b68b22ea-df4b-4383-9e3e-2f6b98339795-image.png 7ccccaa467c34ee0e5dc5ad63bbe42c0af3a3f0d16463e0ef54d410&

      04be3d19-2c1f-4259-8389-57841ca43528-image.png

      Of course the Volcano will appear in different Variations depends on the Terraintype.

      Volcano (Show/Ice Map Version):
      ac29c250-5ffd-489c-a0e2-a34a98f96207-image.png

      Volcano (Desert Version):

      0e1e79af-09be-46c3-ae89-00f9be63cd98-image.png
      And some more will be added soon.

      What are the Features of the Volcano in General:

      Lava Bombs:
      Lava Projectiles which will be Shot Out of the Volcano Crater.
      They cause devastating Damage to Units, but they Impact Location is Random around the Volcano.

      The following two Features are controllable by the Player, which has created the Volcano.

      Pyroclastic Flow:
      Very hot Coulds created by Ash and Lava which moves down of an Volcano Flank,
      They causes devastating Damage to Units and are able to Move on Water.
      The Pyroclastic Flow is using an Movable Dummy Amphibious Unit

      Lava Flow (Currently in Development):
      The current Lava Flow is just an Placeholder Texture.
      But the Final Version will Work similar Like an Pyroclastic Flow with an Dummy Unit. However instead of Moving on the Water they will be able to Move on Seabed for an short time,
      The Lava Flow will cools down in Water and Create new Terrain (Islands), which you can use to build additional Bases.

      The Volcano will appear in different Variations:
      For example as an Shield Volcano, Strato Volcano and so on.

      Does the Volcano Supports Save Games:
      Yes the Terrain Deformation of the Volcano will be saved in Save Games as Well.

      I will prepare an Demonstration Video soon, where you can See the Current Stage of the Volcano Ingame.

      Stay tuned for more, because CSK Units will get the First Seraphim Units soon.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Question about HideBone(bone, affect children)

      @Resin_Smoker
      This is the correct Syntax:

      self:HideBone(Bonename, true)
      self:ShowBone(Bonename, true)
      
      posted in Modding & Tools
      C
      CDRMV