Madin

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About Madin

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  1. Thanks Stygs! Look forward to your next mod release!
  2. You can try adding the 'KIND_OF' = 'CAN_ATTACK_ALLIES'*. This will give you an attack cursor when you are over allies, but be warned that neither you, or AI teams will automatically attack allies with this 'KIND_OF', you have to click on the allied unit manually. *PS: I do not have any C&C related material installed at the moment, so I am going by memory on the name of the 'KIND_OF', but if you look through the 'KIND_OF' schema, you will easily finfd the right one.
  3. Eastern Loong Released

    Thanks for your report! I will check this out when I get some time.
  4. I have not been able to recreate it (yet I know it happens), I'll keep this issue in mind for a future date, although that would not be any time soon.
  5. I tried a few stages and it is not happening for me. Give me a name of an official stage that this happens on, then I can run some tests.
  6. I have noticed that this happens on certain Maps but not on others. I wonder if this has something to do with the type of tiberium field? I will have a look at this later.
  7. I am interested on getting some more information on these modules if possible. 'ProductionSpeedBonusUpgrade' <xs:complexType name="ProductionSpeedBonusUpgradeModuleData"> <xs:complexContent> <xs:extension base="UpgradeModuleData"> <xs:sequence></xs:sequence> <xs:attribute name="Frames" type="SageInt" default="0" /> <xs:attribute name="Bonus" type="SageReal" default="0" /> <xs:attribute name="Template" type="GameObjectWeakRef" default="0" /> </xs:extension> </xs:complexContent> </xs:complexType> I tried this out, and could not get it to work, has anyone else had any experience with this? (the 'ProductionSpeedBonus' special power does work). 'RadarMarkerClientUpdate': <xs:complexType name="RadarMarkerClientUpdateModuleData"> <xs:complexContent> <xs:extension base="ClientUpdateModuleData"> <xs:sequence></xs:sequence> <xs:attribute name="TypeName" type="xs:string" /> </xs:extension> </xs:complexContent> </xs:complexType> Some research shows that this was used in BFME 2: ClientUpdate = RadarMarkerClientUpdate ModuleTag_RadarMarker MarkerType = PingOneRing End I am assuming that it does not work now, although since it would allow a map maker to be referenced, it would have been extremely useful. I wonder where the 'MarkerType' was stored in BFME? 'RadarSpySpecialPower': <xs:complexType name="RadarSpySpecialPowerModuleData"> <xs:complexContent> <xs:extension base="SpecialPowerModuleData"> <xs:attribute name="TargetFilter" type="StringList" /> <xs:attribute name="SpyDuration" type="Time" default="0s" /> </xs:extension> </xs:complexContent> </xs:complexType> My research brings up nothing on this module. Never used Generals code perhaps. Since I do not know what the 'StringList' refers to, I cannot test this ability. Thanks for any input!
  8. Well that is at least something, thanks. The 'ExampleSpyMoving' is (self, spySelf, parameters...) according to the xml.
  9. In scripted event there is this: <ScriptedEvent Name="ExampleSpyMoving" /> <!-- SpyMoving(self, spySelf, parameters...) spySelf is the object self is spying on, parameters is the spied event paramters, may be nil. --> Does anyone know how this is used? I could not find any examples of its usage. "Parameters is the spied event parameters" (?). A list of native LUA game script functions has an 'ObjectSpy' function, that has no information at all. Again I could not find any examples of this being used, does anyone have any ideas?
  10. Site Updates - A CNCNZ to-do list

    I agree with this!
  11. It will not work because it is part of the 'PLAYER SCRIPT ACTIONS'.
  12. I will give this a go! Seems to work good so far! thanks!
  13. I have an aircraft that reloads at an airfield, that has a 'SpecialPowerDispatchSpecialPower', 'WeaponFireSpecialAbilityUpdate' (similar to the GDI Orca). This ability is unlocked via an 'OBJECT' upgrade. I would like for this ability to simulate reloading at an airfield (because the ability is a targeted bomb), rather then having a standard reload that occurs immediately after the ability is used (and the aircraft is still in the air). Can anyone think of a way of doing this?
  14. This is a vast improvement on EA's repeated silent nuking of forums! (all those modding memories gone... like tear drops in the rain) Thanks for your service over the years. I used to browse here years ago just to get an update on 'Cannis rules' mod (the damn thing never did get released). Good fortune in your future endeavours.