Call to Arms

Call to Arms

[ASV] Colts Fallout Mod
 This topic has been pinned, so it's probably important
Colt0512  [developer] 24 Feb, 2022 @ 10:19am
Tips and Tricks with the mod
This discussion will basically be me giving little tutorials, mainly for the editor, on how to perform some of the more hidden functionalities of the mod.

Texmods
Texmods are essentially alternate textures for things, the vanilla game utilises these a lot so many people already know about them, but I also use them quite a bit and some may not know that they exist.

When selecting something in the editor, if you scroll down in the window on the right side of the sreen, you can find a drop down box or multiple under the title "texmod" these allows you to select alternate textures that are available for the selected item/s.

Playing animations
You can select a unit, fauna or even sometime object, click the "U" key then select "Call function". In the new window that appears, you can select "AniPlay" and see a drop down box of all the available animations for the selected thing. This is a good way of previewing and finding the names of animation for using in mission triggers to create cool cinematic scenes or events.

I recommend this video as a good introduction to using animations.
https://youtu.be/4NdRZPYpzlA

Animating Fauna
The fauna are a little more fiddly to get to stay in looping animation. Before going through the process in the above video, it is necessary to edit the fauna's tags. So spawn in the fauna you want to animate, select it and press ctrl+t to open its tags. In this window, add the tag "moving" and remove the "passive" tag. You will able to tell that this has worked if the fauna stops looping its usual idle animation of standing still and breathing and is instead frozen still. Moving the fauna will restore it to normal working status.

I am trying to include as many cinematic animations as possible with my fauna so that future mission makers have the opportunity to create cool cinematics with them.

Enabling/Disabling Factions in multiplayer
Find the mods folder (For me it's SteamLibrary\steamapps\workshop\content\302670\2664573955)
Navigate to resource/set/multiplayer/games/presets
Open alliances_generic.inc with notepad
Add ; to the front of the line for factions you want to disable or you can move the factions to different alliances if you like.
Last edited by Colt0512; 29 Jun, 2023 @ 12:01pm
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NPC 26 Jul, 2022 @ 5:13pm 
Do you have a tips and tricks tutorial on how to port models and textures into call to arms?
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