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someguy11

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Everything posted by someguy11

  1. How to make KW worldbuilder faction buildings (GDI_LabRadarBuilding etc) have their glowing team/house colors like in TW?
  2. How can the color of the sidebar images on the specialpower buttons be changed? (not the buttons, but the pictures on the buttons)
  3. Does it work for KW as well? I can't seem to get it to work with KW
  4. someguy11

    Help with old logics

    Would you post your working KW code? - Also, I'm kinda lost; which post contained the spawnanddamagenugget's solution?
  5. 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
  6. someguy11

    Help with old logics

    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
  7. someguy11

    Help with old logics

    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?
  8. someguy11

    Help with old logics

    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
  9. someguy11

    Help with old logics

    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
  10. How can the Master Computer Countermeasures specialpower be moved from the Temple to the sidebar?
  11. someguy11

    Sidebar MCC

    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
  12. 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)
  13. someguy11

    Sidebar MCC

    Could you go into more detail on how to do that?
  14. 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?
  15. I've solved it; forgot to import the jet exhaust subobjects
  16. 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
  17. 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?
  18. Sorry, I'm unfamiliar with this, could you elaborate?
  19. I'm trying to make a functional light post ingame, using the LightDraw module, but I can't seem to get it to work.
  20. 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?
  21. Was probably fixed from the gamereplays 1.02+ patch
  22. someguy11

    Anti-air obelisk

    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
  23. 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)
  24. someguy11

    Anti-air obelisk

    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.
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