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Zero-K but smaller

PLAY THIS MOD


Maintained by CNrankXNTWASD
Last updated 8 months ago
Created 8 months ago
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Zero-K but all units become smaller.

Including their visual, collision volume (hitbox), and footprint.

Weapons are also tweaked for balancing.

You can change scale in Options->Experimental->Scale Units

[Spoiler]


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Zero-K but all units become smaller.

Including their visual, collision volume (hitbox), and footprint.

Weapons are also tweaked for balancing.

You can change scale in Options->Experimental->Scale Units

[Spoiler]
+2 / -0
good work!

a great idea =)
+0 / -0
8 hours ago
this nolonger works


here is asome resize code that works
local function SpawnWaveBoss(teamID, unitName, wrapBonus)
local hpMultiplier = 8
if wrapBonus and wrapBonus > 0 then
hpMultiplier = hpMultiplier * (wrapBonus + 1)
end
bossSpawnCount[teamID] = (bossSpawnCount[teamID] or 0) + 1
if bossSpawnCount[teamID] % 2 == 0 then
RestoreBossMinions(hpMultiplier)
end
local commanders = GetAICommanders(teamID)
for comID in pairs(commanders) do
local x, y, z = Spring.GetUnitPosition(comID)
if x then
local bossID = UnifiedSpawn({
unitName = unitName,
teamID = teamID,
x = x,
y = y,
z = z,
noSplit = true,
tint = {0.0, 1.6, 0.0},
healthMultiplier = hpMultiplier,
})
if bossID then
waveBossUnits[bossID] = true
if GG.UnitModelRescale then
GG.UnitModelRescale(bossID, 1.6)
if GG.SetColvolScales then
GG.SetColvolScales(bossID, {1.6, 1.6, 1.6})
end
end
end
end
end
end
+0 / -0
8 hours ago
We've achieved the scale of supreme commander
+0 / -0
GG.UnitModelRescale is bugged due to mb engine update. Some unit's height is not scaled. When scale units to be bigger, some unit's model will stuck underground, and when scale units to be smaller, some units' model will hover, which is very conspicuous when scale x0.5. We dont know how to fix this https://github.com/ZeroK-RTS/Zero-K/issues/5683.
+1 / -0
model offset exists but i dont know keypair
+0 / -0