Yes, i must make only the text entries. I mean with animations, that i'm not 100% satisfied with the trees, but i fix that.
Search found 101 matches
- 30 Jan 2019, 18:00
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Loew's Ambient Pack for EE2 1.5
- Replies: 43
- Views: 941
- 27 Jan 2019, 13:00
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Loew's Ambient Pack for EE2 1.5
- Replies: 43
- Views: 941
Re: Loew's Ambient Pack for EE2 1.5
So, here are all fixed EE2X Trees from me. But i must repair a handful animations from that. 

- 12 Jan 2019, 13:20
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: New Civilizations
- Replies: 6
- Views: 111
Re: New Civilizations
I think, is not a good idea to add new civs, if that are hard coded. Mostly you can with good ideas and modding, work good enough with the existing civs. 

- 12 Jan 2019, 11:07
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Empire Earth 2 Map making - MP - .ies Scripting
- Replies: 58
- Views: 9362
Interparse EE2 Scripting - Switch, lock and unlock gates.
And here is another trick. So you can, switch, lock and unlock gates. RULE testGates ONESHOT if ( GetWidgetSelectionCount("chat_input_textfield") >= 1 ) then actiontestGates END_RULE ACTION actiontestGates SCRIPT WORLD FlashWidgetForTime("chat_input", 5); DoDelay( 1.0 ); STEP DebugOutputString( "See...
- 11 Jan 2019, 20:05
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Empire Earth 2 Map making - MP - .ies Scripting
- Replies: 58
- Views: 9362
Re: Empire Earth 2 Map making - MP - .ies Scripting
I agree with you. The best it to re-activation such rules. Maybe is the widget selection trick interessting for a multiplayer scenario... 

- 11 Jan 2019, 13:10
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Empire Earth 2 Map making - MP - .ies Scripting
- Replies: 58
- Views: 9362
Multiple choice for story options in Scenarios
Another Idea. This script count the click on the chat console and triggers than a action. So there is a alternative to the not working chat trigger "HasTextBeenTyped". In this case you click with the mouse 3x on text input window and 1x mal on the "Allierte" button from the chat console and select a...
- 04 Jan 2019, 08:49
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Loew's Ambient Pack for EE2 1.5
- Replies: 43
- Views: 941
Re: Loew's Ambient Pack for EE2 1.5
The Ambient Pack have a good scope. This also means, that i must put a lot of time and this is my leisure. But it has no top priority in my life. It will be finished, if i have more motivation and time as now. This applies to all projects of mine here, so and now i must learn for school and later ma...
- 01 Jan 2019, 14:05
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Loew's Ambient Pack for EE2 1.5
- Replies: 43
- Views: 941
Re: Loew's Ambient Pack for EE2 1.5
Thanks, i give my best.
- 01 Jan 2019, 13:33
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Loew's files, unfinished works and tools
- Replies: 0
- Views: 54
Loew's files, unfinished works and tools
Here are a Archiv from my Files and my Work. So i archived my Work here on Monas Server. :mrgreen: EE1 - AoC - Sounds and Text from his Campaign: AOCAsian.zip AOCPacific.zip AOCRoman.zip EE1 Original - Sounds and Text from his Campaign: EETheBritish.zip EETheFuture.zip EETheGermans.zip EETheGreeks.z...
- 31 Dec 2018, 20:44
- Forum: EE2 files, modding, maps, testing, etc.
- Topic: Loew's Ambient Pack for EE2 1.5
- Replies: 43
- Views: 941
Re: Loew's Ambient Pack for EE2 1.5
Have added grass as basic tool for forests. Thanks to gonzalo. His questions have give me this idea.