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ztz2019 last won the day on June 15 2016

ztz2019 had the most liked content!

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Command & Conquer Profile

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  1. My new aircraft can't get support airpad in MetaGame. How does the MetaGame's judge? I add RELOAD_AIRCRAFT to the unit, but it still have no effect.
  2. I only found Script="SCRIPT:GDI/NOD/Alien_META_Objective_x" in metagamemap's overrides.xml, but where's SCRIPT:GDI/NOD/Alien_META_Objective_x? I can't find it in script editor by Worldbuilder.
  3. Now I've add new cities for MetaGame(please ignore the red color since I've corrected it), so it's necessary to change requirement of winning.
  4. 其实我们在moddb上放出过下载,不过cc3版本的基本停工了,还是玩ZH或ra3版的吧。
  5. Since 24 cities under unrest or 10 MetaTower is so easy to reach, I want change the requirement about MetaGame's winning. And 5 PlanetAssaultCarrier is invincible in automatic judging, I also want to change but can't find code in xml.
  6. Thanks very much, I'll try it in metamod. It seems you're expert in modding so do you interested in debugging my demo mod?The mutant mod sometimes crashes when many units in melee battle but I can't find where's the error, so I need an adept in disassembling to check out the bug. Well, LOADED is no effect for the transport vehicle. I'm trying EvaluateCondition
  7. Hi, Mjjstral. Thanks for earlier help about LUA Event. However, I'm trapped in new problem now. GARRISONED is effective on buildings when infantry enters in, and INSIDE_GARRISON is for infantry when garrison in structures, so how is the model tag of the vehicle which is entered by infantry? I tried and found GARRISONED is no use for vehicle. Or vehicle entered by passenger isn't related to the status named "garrison" ?
  8. As I thought, why not just consult RA3's twin blade helicopter? <CreateObjectDie id="ModuleTag_CreateObjectDie" CreationList="SUAntiGroundAircraft_Die_OCL"> <DieMuxData DeathTypes="ALL" ExemptStatus="PARKED_AT_AIRFIELD"/> </CreateObjectDie> <CreateObjectDie id="ModuleTag_CreateObjectDieAtAirfield" CreationList="SUAntiGroundAircraft_Collapse_OCL"> <DieMuxData DeathTypes="ALL" RequiredStatus="PARKED_AT_AIRFIELD"/> </CreateObjectDie> <DestroyDie id="ModuleTag_Die"> <DieMuxData DeathTypes="ALL" /> </DestroyDie> <ObjectCreationList id="SUAntiGroundAircraft_Collapse_OCL"> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="LIKE_EXISTING INHERIT_VELOCITY SEND_IT_UP" Count="1" DispositionIntensity="100.0" VelocityScale="5.0" MinForceMagnitude="1.0" MaxForceMagnitude="2.0" MinForcePitch="90d" MaxForcePitch="75d"> <CreateObject>SovietAntiGroundAircraft_Collapse</CreateObject> </CreateObject> </ObjectCreationList> <ObjectCreationList id="SUAntiGroundAircraft_Die_OCL" Flags="CHOOSE_ONE_CREATE_NUGGET_FROM_LIST"> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="LIKE_EXISTING INHERIT_VELOCITY" Count="1" VelocityScale="5.0"> <CreateObject>SovietAntiGroundAircraft_Collapse</CreateObject> </CreateObject> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="LIKE_EXISTING INHERIT_VELOCITY" Count="1" VelocityScale="=$AIRCRAFT_DYING_VELOCITY"> <CreateObject>SovietAntiGroundAircraft_Dying</CreateObject> </CreateObject> </ObjectCreationList> It don't use old HelicopterSlowDeath, just CreateObjectDie is enough
  9. FinalRubbleObject="GDIOrcaDebris_06" will cause crash. But maybe we could let main debris GDIOrcaDebris_01 have more lifetime and don't bounce when hit ground. After I set OclHitGround="GDIJuggernaughtDieOCL", the orca crashed down and when hit ground, it created JuggernaughtHusk, so it's could be effective if we remake new debris ocl for aircraft which has new main body debris and stay onto the ground for several seconds. And this is my new orca helideath with main body debris slowdeath onto the ground. I'm asking for how to call wbdata.big's model directly in my mod? Now I've no idea so I must extracted them from wbdata.big and paste them in mod's art file. testmod_OrcaHeliDeath.zip
  10. Well, thanks. But I mean where's your code definition file like the snapshot left side, which equal to .xsd in TW.
  11. Where's your ZH defination file from? I've eagered this several years. Since I'm in junior school playing General first time, now over 14 years, I always want to get the code templete.
  12. ok, thanks Mjjstral's idea, I've finished it.
  13. That what my problem is, I don't know how InternalEvent and ModelConditionEvent work or the relationship between ModelConditionEvent and xml. Such as <InternalEvent Name="OnUnitEntered" /> and <InternalEvent Name="OnTeamEntered" /> in scriptevents.xml, there's no other "OnUnitEntered" in xml or xsd or .lua files, so how this tag works in game?