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Great question. The answer is no unfortunately. It was high on my list but didn't quite make it because it wasn't needed for the official tanks. It's still on the list, we'll see how the next few weeks go. :)
Yes, you can safely give the canGoInSuperchilled and canGoInAbyssal tags and that will make them compatible when the DLC is enabled. They'll just be ignored when it's disabled. :)
Hmmm, my quick test must've fooled my eyes b/c they looked like they did. Will do a more exact test.
Need to figure in the perch points as well. (in this case)
And thanks.
Sure, I can send them to you in a couple of weeks, after release has settled down. :)
Yaaay :3 and i got another question, if you don't mind?
Is there a way for object with scenery height to sink down properly in sunken tanks? If you place a coral for example on rock with sceneryheight coded on the rock, the coral will always remains at the same height despite the rock itself actually lowers to the floor of the sunken tank, makes them s bit useless to use for sunken tanks when on the object on it is floating high above it.
While flying they will stay within a specific container (won't switch in fight unfortunately).
However, if there are perch points within the overlapping area, they seem to pick a container when taking flight and stick to that container. So, in a way, they switch containers, albeit perching in between - which still can be useful.
Haven't figured out what happens for sure when flying after wading, but looks like they pick the container above them, and so can also switch air containers if they wade from one to the other.
That sounds right. :)
I did see this question but to be honest I never thought of using things like that, so no idea if it works - evidently not. I'll take a look at some point and get back to you. :)
https://imgur.com/OqX1GKb
i have actually used this quite a bit for some mods of mine, it works great but not for sunken tanks. Thought using an example would make the issue more clear. same rock, same sceneryheight code but in sunken tanks the rocks goes down as it should but due to the sceneryheight code the object on top remains at the exact same height as other one. So far i have not found a solution to this except not using sunken tanks for these kinds of mods :P
So to fix it, the scenery height of the rock needs be adjusted dynamically by the scenery height of the host tank? Or perhaps it is the other way around... I reckon I could probably work it out if I had your mod as an example.
Could you link it or is it WIP? If so feel free to send it over in an email. I've added myself a reminder to take a look once things settle down. :)
It's WIP mod but i can sent some files over, will take but a moment.
This is not a suggestions page, please take your post where you usually spam it.
A tank having 2 each of the existing 3 IceFloes will show them when tank is at its minimum size, but expanding in any direction, at all, only 1 of each displays.
The characters mapping the additional meshes are not within row or column that is removed in resizing.
Wondering if the "selectMesh" capability is filtering the 2nd version out?
Would we need to add multiple entries?, as in:
"selectMesh":{
"onlyFilterTheseMeshes":["ice_floe_5x4_frozen","ice_floe_5x4_melted","ice_floe_4x3_frozen","ice_floe_4x3_melted","ice_floe_4x4_frozen","ice_floe_4x4_melted"],
"parameters":[["melted","frozen"]],
"meshes":[
"ice_floe_5x4_{0}",
"ice_floe_4x3_{0}",
"ice_floe_4x4_{0}",
"ice_floe_5x4_{0}", // add 2nd entry
"ice_floe_4x3_{0}", // add 2nd entry
"ice_floe_4x4_{0}", // add 2nd entry
],
},