Another features:
Custom actions - full support - [ActionTypes] section
[ActionTypes]
<name>=<start>,<number>,<animation>,<minimap>,<hotspotx>,<hotspoty>
RandMap.Map generated when you press "OK" button in RMG.
Multi-mod support
Some TFD support (more info later) _________________ ARM forever - x86 sucks QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Sun Feb 18, 2007 10:46 pm Post subject:
He explained this multi mod support to me over msn last week. Basically you have a new folder and in that folder you put the mod files in there barring exes and you can run the mod from there. Thats all I can remember about it unfortunately. _________________
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Mon Feb 19, 2007 6:21 pm Post subject:
Wow, really nice; I'm already using the ETS test version, and it rocks.
The new version will rock; a spysat SW, FLHs for the new weapons (I missed those in the test version)
Sorry for going off-topic:
I found that I get the savegame bug even in the original unmodded TS, if I have installed the ETS.
EDITED: for being more specific Last edited by Machine on Mon Feb 19, 2007 7:32 pm; edited 1 time in total QUICK_EDIT
djoke, AFAIK C&CVK was having some problem with elite secondary, the game just wouldn't take it. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
way too cool i can finaly give my mod real sw's that are more usefull not that they where ever lame in the first place _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
so, any bugs in this version ? _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Tue Feb 20, 2007 2:12 pm Post subject:
C&CVK wrote:
now save in ETS working correct
I already done installer
so wait ETS 3.30 on this week
Impressive work. and no more savegame bug, I spent a whole day trying to figure what was happening
Is there any chance of a UpgradeLevel=, for Veteran UpgradeSW?
Are now multi missile clones working perfectly?
BTW great new features, can't wait to test multi-mod support
@SMIFFGIG:
I think that JJ are already usefull, and more usefull than rocketeers, since they can land when there's AA fire, the only bad thing, is that they require more babysitting, but that's just my opinion.
Anyways BalloonHover=, would be a nice tag to be imported, but I would like more something that would allow the JJ to take-off or land when ordered. Maybe a [DeploytoTakeoff=] tag or something like that QUICK_EDIT
Still hopeing to see true muiltipal mcvs and conyards...
everyone said this, but why it not work now?
In TS there is only one MCV and Construction Yard per side. Meaning each side uses the same structure and unit for it stopping the use of individual side graphics.. QUICK_EDIT
It is very nice to trelease and see a new version of WETS, but it were nice too if you would release a tutorial how to set tags and write them correctly too !
EDIT: great shit i can't test it anywere your stupid mod manager forces me to have an exe for this mod and i don't have it at the moment!
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