someguy11
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Everything posted by someguy11
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How to make KW worldbuilder faction buildings (GDI_LabRadarBuilding etc) have their glowing team/house colors like in TW?
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How can the color of the sidebar images on the specialpower buttons be changed? (not the buttons, but the pictures on the buttons)
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Color of the sidebar images
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Does it work for KW as well? I can't seem to get it to work with KW -
Help with old logics
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Would you post your working KW code? - Also, I'm kinda lost; which post contained the spawnanddamagenugget's solution? -
I'm trying to use these logics/behavoirs, but I think I need help in getting them to work: 1. DamageAndSpawnNugget Tried to use this nugget in KW, but it doesn't appear to work - even when using the code copied from CNC3 corruptor's weapon 2. HelicopterSlowDeath I'm also trying to use this behavior on the Hammerhead, but even with the settings copied from Generals, the unit simply disappears when killed. 3. 'burned/aflame death behavior' (not sure about the name of this one) I remember seeing a few mods for CNC3 that gave infantry who died from fire weapons a 'burned texture'. Also, there was a mod that made burned infantry panic in a random direction before dying
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Help with old logics
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Can someone confirm that they've gotten these 3 behaviors working 100% ingame? Because I don't know if something's wrong, or if they no longer function in KW. damageandspawn doesn't work managed to get the helicopterslowdeath to actually look somewhat like Generals, but then it just disappears when it hits the ground; FX doesn't work Burningdeath doesn't work - (I've added BurniningDeathRadius="100" to humanlocomotor. Set the locomoter's condition to BURNINGDEATH. But still doesn't work.) --- AmericaAir (HelicopterSlowDeath Behavior).ini.zip -
Help with old logics
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I've been experimenting with "HelicopterSlowDeath"; The hammerhead no longer disappears after I commented out "SlowDeath" Using default C&C Generals or PurpleGaga27's settings causes a crash but Ravendark's works, however the hammerhead spins without falling to the ground. Even after tinkering with the settings, I can't make the hammerhead hit the ground Maybe it's to do with the data types used in the "HelicopterSlowDeath"? "DeathSound" appears to replace "SoundDeathLoop" - does it work the same way? (A looping sound? Or is it a 1-shot sound?) -- It'd be good to get one or more of the following features: 'burned' textures for affected infantry run/panic then dying fire particle FX for affected infantry Also how do I 'hookup' the logic to flame weaponry? -
Help with old logics
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I went to ...Tools/Definitions/Kane's Wrath/WeaponTemplate.xml and changed <EntryReference id="SpawnTemplate" AssetType="GameObjectWeak" IsAttribute="false /> even tried <EntryReference id="SpawnTemplate" AssetType="GameObjectWeakRef" IsAttribute="false /> but it still doesn't work -- Here's what I've got for burning death infantry (it doesn't work still) burneddeath.xml -
Help with old logics
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Can no one else help? I know these behaviors have been used in mods like CNC Fallout, Tiberian Legacy & Tiberian Apocalypse etc If it helps I can upload my xmls -
How can the Master Computer Countermeasures specialpower be moved from the Temple to the sidebar?
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After making the changes and attempting to compile, I get the following error "Critical Error: ButtonComputerCounterMeasures.Data has less than 1 PlayerPowerButtonTemplateDataRef elements" attached - the modded xml PlayerPowerButtonTemplate.xml
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I'm still puzzled with this pitch bug
someguy11 replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I'm not sure, but I do know that the Slingshot suffers from the same problem (In WB the slingshot's turret is zero'd, but ingame it is always pointing 5d too high; so the turret pitches higher than the targets its firing at & when idle) -
Could you go into more detail on how to do that?
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Visible Repair & Offline icons for enemies & allies
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
When a structure is taken offline or being repaired, the hovering Repair & Offline icons are only visible to the owner. Can the icons be modded to display to the enemy and allied players as well? -
WorldBuilder crash on model import
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I've solved it; forgot to import the jet exhaust subobjects -
WorldBuilder crash on model import
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I'm trying to use the Precision Strike Bomber from RA3, but when i try to test it by launching WB or KW, they would crash. It only happens with this RA3 model, Tiberian Twilight models work without crashes -
Black Friday giveaway of the year: the original KW xml pack!
someguy11 replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
That's pretty cool man -
Disable official skirmish map
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
How can you disable specific official maps from the skirmish menu? Also, can an edited version (of the official map) overwrite/replace the default version? -
Disable official skirmish map
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Sorry, I'm unfamiliar with this, could you elaborate? -
I'm trying to make a functional light post ingame, using the LightDraw module, but I can't seem to get it to work.
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model condition under attack
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
Is there a status or model condition for units that are under attack? (so drones do not attach to/repair units being attacked) And, are FIRING_ANY, TAKING_DAMAGE from BFME2 still working model conditions in KW? -
Being Bored on Harvester's pathfinding AI
someguy11 replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Was probably fixed from the gamereplays 1.02+ patch -
Anti-air obelisk
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Is there something wrong with weapon ordering? I've experimented with swapping the weapon ordering on the AG & AA lasers -> AG is now TERTIARY_WEAPON, AA is now PRIMARY_WEAPON (anti-infantry is still SECONDARY_WEAPON), but then, the obelisk shoots at aircraft automatically, but won't fire at ground units automatically -
I'd like to give the obelisk a short range anti-air laser for aerial enemies that fly too close to it. The AA laser works fine, but the obelisk won't automatically fire at enemy aircraft. (AA laser only fires at aircraft that are targeted manually, even if they are in range and there are no ground enemies)
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Anti-air obelisk
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I've now tried setting the AA laser to the same range and the obelisk still won't fire -- adding ANTI_AIRBORNE_VEHICLE to NODObeliskLaser AntiMask allows it to automatically shoot at aircraft, but the range is the same - I need the AA laser to have a shorter range.