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 MAX 2 mod 
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Joined: Sat Dec 30, 2017 4:36 pm
Posts: 4
Post MAX 2 mod
Hi. I need help. I create M.A.X.2 mod to Rusted Warfare on Android, and i need edit balance units, and buildings. HOW?
:lol: :lol: :lol: :lol:


Sat Dec 30, 2017 6:00 pm
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Joined: Fri Jul 01, 2016 3:12 am
Posts: 21
Post Re: MAX 2 mod
I can help you with this, but i need the mod files to edit them and give you a balanced mod.


Sat Dec 30, 2017 8:44 pm
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Joined: Sat Dec 30, 2017 4:36 pm
Posts: 4
Post Re: MAX 2 mod
Yup but...
I dont see oryginal files oryginal buildings, and units in apk.


Sat Dec 30, 2017 10:21 pm
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Joined: Sat Dec 30, 2017 4:36 pm
Posts: 4
Post Re: MAX 2 mod
Ok i have small problem. How to define the possibility of building a building on the water?

Code:
[core]
name: Shevats_Docks
class: CustomUnitMetadata
price: 600
maxHp: 800
mass: 9000

#footprint used for collisions with units (left, up, right, down)
footprint: -1,-1,1,1

#used for placement, and placement of other buildings
constructionFootprint: -1,-1,1,3


techLevel: 1
buildSpeed: 0.002
#availableInDemo: true

radius: 18
#displayRadius: 25
isBio: true
isBuilding: true

selfRegenRate:0.1
selfBuildRate:0.002


softCollisionOnAll: 3


exit_x:0
exit_y:-1


canBuild_1_name: setRally
canBuild_1_pos:  1



[graphics]
total_frames: 1

image:        shevats_docks_front.png
image_back:   shevats_docks_back.png
image_wreak:  NONE

#scaleImagesTo: 20
#scaleTurretImagesTo: 9

#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1


animation_idle_start: 0
animation_idle_end: 0
animation_idle_speed: 150
animation_idle_scale_start:1
animation_idle_scale_end:1.05
animation_idle_pingPong: true


[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits:   false
canAttackUnderwaterUnits: false

turretSize: 20
turretTurnSpeed: 3


maxAttackRange: 210
shootDelay: 80

[projectile_1]
directDamage: 80
life: 70
speed: 5


[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01

maxTurnSpeed: 0
turnAcceleration: 0.1





[ai]

buildPriority: 0.003

noneInBaseExtraPriority: 0.5


maxEachBase: 2



 


Wed Jan 03, 2018 7:59 pm
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Joined: Fri Jul 01, 2016 3:12 am
Posts: 21
Post Re: praetorianshaxo
It's easy, you must put WATER on the movementType code.


Thu Jan 04, 2018 8:50 pm
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Joined: Sat Dec 30, 2017 4:36 pm
Posts: 4
Post Re: praetorianshaxo
Alex96896 wrote:
It's easy, you must put WATER on the movementType code.


Thanks! :D :lol: :lol: :lol: :lol: :lol:
Ok. I need help in define shooting effect.
How deffine lighting bolt shooting effect?
How deffine colors shooting?

FIRST! Screen:
Image

M.A.X.2 Mod Shevat units skins:

Shevat Tank Factory
Constructor
Image
Shock Tank
Image
Bio-Missile
Image

Shevat Factory
Engineer
Image
Scout
Image
Anti Air
Image

Shevat Docks
Escort
Image
Sea Transport
Image
Submarine
Image


Sun Jan 07, 2018 2:59 am
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Joined: Fri Jul 01, 2016 3:12 am
Posts: 21
Post Re: praetorianshaxo
Wow it looks very good!

Take this code to set a lightning attack:

[turret_1]
x: 0
y: 4

warmup:

chargeEffectImage: SHARED:lighting_charge.png

shoot_sound: lighting_burst
shoot_sound_vol: 5.0
shoot_flame: NONE
shoot_light:#FFccCCEE



[projectile_1]
directDamage: 150
life: 20
lightingEffect: true
instant: true
speed: 9
frame: 12

Override the TURRET and the PROJECTILE pages with this and change its stadistics.

How do you put that textures to the game? Can you teach me?


Sun Jan 07, 2018 4:46 am
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Joined: Mon Jan 15, 2018 4:18 am
Posts: 2
Post Re: MAX 2 mod
The map is wonderful hope you do more ... how do you create the maps teach me ???


บาคาร่า


Tue Jan 16, 2018 6:08 am
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Joined: Thu Feb 27, 2014 1:04 pm
Posts: 210
Location: Ukraine, Kiyw
Post Re: MAX 2 mod
that looks so great! but i would recommend you to do the map and units a bit different color)

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Wed Jan 17, 2018 10:17 am
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