Github repository for the Night Mode "wincondition" pack. Here are all the .scar files as well as the .xml files used to make the custom flare abilities. You can view them to get inspiration for your own implementations.
- Annihilation
- Annihilation 2x resources
- Annihilation 2x resources + zoom
- Victory Points
- Victory Points 2x resources
- Victory Points 2x resources + zoom
Wish to make your tuning mod compatible with the night mode mod?
It is very important that you name the files as we do!
The first thing we need to do is to create two new upgrades called time_day
and time_night
and set the owner_type
to player
.
Now that we have the upgrades we can move on to the slot item. Create a slot item time_night_slotitem
and set the owner_type
to squad
. And you want to set up the on_add_action
like this:
Here you can get creative and set the apply_modifiers_action
as you like. This will make the squads benefit from the modifiers when they have this slot item. To how the squads will acquire this slot item we will get later in this tutorial.
You also want to copy and paste this requirement_action
and change the unit type to hmgs
/mortars
/vehicle
. And again you can customize the benefits for each one of the unit types.
So far we can check if it is day or night and have a slot item that will help our units fight the night. It is time we created the auras. First, we will create an aura called night_debuff
and set it up like this:
Now that we have set up our first requirement_action
lets move to the other once. They should look something like this:
And once again you can get creative and set the apply_modifiers_action
as you like. These modifiers will effect the squads when the night comes. And you also want to copy and paste this requirement_action
and change the unit type to hmgs
/mortars
/vehicle
. And again you can customize the debuffs for each one of the unit types.
This was our night_debuff
aura. Now we will create our second aura called night_debuff_remove
. This one is simple, take a look:
In this next step, we will put to use everything we created so far. Let us create an EBPS file called aura_night_debuff
.
It doesn't really matter what animator
you use in entity_blueprint_ext
as long you set the is_visible_in_game
to False
. But the most important thing here is the radius
in your add_aura
action. Make sure that the radius
is set to max range possible and that is 3,402823E+38
.
Our next EBPS file will be called aura_flare
.
Again it doesn't really matter what animator
you use in entity_blueprint_ext
as long you set the is_visible_in_game
to False
. Here the radius
will be equal to whatever the effect range of your flare ability that we will create in the next step is. Here in the example, it is 35
.
So as I said now we will create the flare ability for our mortars. You can copy the soviet mortar flare ability mortar_fire_flares_ability_mp
and modify the action_list
.
Here we have added a new action
to the original action_list_sequences
. As the entity_blueprint
we want to set our aura_flare
that we created earlier.
The last thing you need to do is to give us your mod's GUID. You can do so by contacting @RagnarTheEverchosen or @JustCodiex.
And that is it. We hope that this tutorial was easy to follow and everything works for you just fine. We also want to thank you you have chosen to make your mod compatible with Night Mode.
Have you designed a map that's perfect for a night battle, and want to make better use of this mod? Well, you're in luck!
Simply create a new .scar file in your map folder. It must be titled as: <sgb_filename>.scar It's very important that the scar file matches the file name of your .sgb file. (without the .sgb extension) Nextly, open the scar file, and paste the following:
function OnMapInit()
Rule_AddOneShot(OnInitNightMode, 0.1);
end
Scar_AddInit(OnMapInit);
function OnInitNightMode()
pcall(NMAPI_SetTime, "night");
end
The above code will make sure your map starts out like a true night. It will also make sure, no fatal scar errors happen if it's played without the night mode.