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Egozi44

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    Egozi4444
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    Kanes Wrath

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  1. For rain, you already have it in-game and you just need to make this xml <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <Weather id="Weather"> <Snow SnowTexture="FXRainDrop" SnowFrequencyScaleX="0" SnowFrequencyScaleY="0" SnowAmplitude="0" SnowPointSize="1" SnowMaxPointSize="120" SnowMinPointSize="60" SnowQuadSize="8" SnowBoxHeight="300" SnowSpacing="12" SnowSpeed="100" NumberTiles="4" SnowPointSprites="False" SnowEnabled="False" IsSnowing="False"> <SnowXYSpeed x="0" y="0" /> </Snow> <Rain RainTexture="FXRainDrop" NumRaindropsPerBox="1024" RainBoxWidth="1000" RainBoxLength="1000" RainBoxHeight="300" MinWidth="1" MaxWidth="4" MinHeight="25" MaxHeight="100" MinSpeed="250" MaxSpeed="450" MinAlpha="0.2" MaxAlpha="0.5" WindStrength="1" IsRaining="True" /> <Lightning LightningDuration="30" LightningChance="0.1" LightningEnabled="False"> <LightningFactor Type="UNIFORM" Low="0.5" High="3" /> </Lightning> <Spell SpellDuration="200" SpellEnabled="True" /> <Cloud> <CloudTextureSize x="660" y="660" /> <CloudOffsetPerSecond x="-0.03" y="-0.02" /> </Cloud> <WeatherData id="RAINY" Sound="" HasLightning="True" /> <WeatherData id="CLOUDYRAINY" Sound="" HasLightning="True" /> <WeatherData id="SUNNY" Sound="" HasLightning="False" /> <WeatherData id="CLOUDY" Sound="" HasLightning="False" /> </Weather> </AssetDeclaration> And tell the overrides to use it For snow you need to add some texture EA removed iirc or use it with other xml You will need something like that <Weather id="Weather"> <Rain RainTexture="FXSnowFlake2" NumRaindropsPerBox="128" RainBoxWidth="1500" RainBoxLength="1500" RainBoxHeight="450" MinWidth="5" MaxWidth="12" MaxHeight="12" MinSpeed="150" MaxSpeed="250" MinAlpha="0.5" MaxAlpha="0.8" WindStrength="0" IsRaining="True" /> <Cloud> <CloudTextureSize x="660" y="660" /> <CloudOffsetPerSecond x="-0.03" y="-0.02" /> </Cloud> </Weather> But you will need texture For more complex things like sand strom or snow dusts you need to make some Particle fx (Try this guide https://www.gamereplays.org/kaneswrath/portals.php?show=page&amp;name=modding-essentials-persistent-particle-systems ) And WB will give you some issues show them fog of war without some script (Need to look wth some mapper told me to do to force them to show up >.> ) For adding objects, unless the object is already ready-to-use, you need some modding knowledge, but in case it ready to use you need to put the right files in The Art, Audio, Misc, Data/Static, or Data/Worldbuilder, folders which should be Inside your map's folder, And tell the overrides to use these files, after the complie they should be included in the map, not sure how to see them in WB though without use them via mod (it should be possible and even easy, probably have something to do with adding some lines to the WB skudf so it could load them)
  2. Egozi44

    Kanes Wrath Skirmish AI Schemas

    Work fine for me so far, what key WEd show in the error that it claim you use it twice?
  3. Know how it feel (with both cases) In regard to how lua work on xmls, when it come to gameobjects xml for example you need to add in their behavior <AI> </AI>, and inside them any kind of AI like the AIUpdate code, then you need to add the AILuaEventsList="UnitNameFunctions" code, from there it go to the scriptevents which afterward go to the lua "scripts" file I'm not expert in lua myself but I know some of the basic things, we can keep it via pm if you want (at least for some of the things you wanted to do)
  4. Egozi44

    Kanes Wrath Skirmish AI Schemas

    Glad to see Noir is happy :3
  5. I know some nasty bugs you can do with garrisoned inf, that whole garrison code seem to be buggy xP Did setting the banner's model to use invisible/gun model while inside garrisons didn't helped? I think I may have bumped into something in the definitions that allow us to hide it in some conditions but don't sure...
  6. Sorry for the delay (tend to forgot old threads with my 3s memory xP) I can help you with it if you want
  7. That only if you want to include it in your mod, to make the map to simply show up in-game, all you need to do is to place it in the maps folder you just created (the one you compiled the map on) to mod it, in others words it should already be playable in-game
  8. You need to put your moded map in documents/Kane's warth/maps/ Then open buildmap.bat in your WEd folder, write in cmd the map's folder name, and press enter The map now should be moded
  9. I don't think EA care xP
  10. One of you seem to use KW's WB and the other TW's (I assume from the icons) Unless it old ver of TW you need to update it, if KW's WB than try to use TW's as the map is from TWs' camp
  11. Hi mate I was able to make viscords to spawn from inf in certain situations too and thanks to Mjjstral I also was able to add percents to the spawn, I didn't however managed to make fiends that I spawn on the map from tib field to be aggressive to all players due to the way TW and KW team system works, I only managed to make the fiends to attack you if You attack them first, Still try to figure it out ;/ As for making things to appear on each map, aside from modding each map you can just spawn it from exisitng object in the static like tib field and set it to spawn far from it or on it depend what you want, that way it spawn the game objects on every map There should be some ways to spawn things in the map from lua too (or so I believe)
  12. I tend to enter into infinite loop when it comes to these cases xP In order to help you I need to look on my files, but till I comes home I forgot to do so till the next day (which make me recalling it by looking on this thread via the phone and start the whole loop again) adding objects to a map is not too different from modding the game, if you don't have any experience with it however than it be a bit harder to explain it, adding snow or rain is more easier though but I don't know if it will work the same way in TW as it did for me in KW
  13. That bring up memories, I once edited the map too but I manually extracted it from the game rather than use someone else map, I don't sure what cause the issue but I assume it relate to the map you download, maybe it moded map that don't supposed to work like any normal custom map or maybe something else get in the way, I'm not WB expert though so beat me, it may be something you did or forgot to do. Does the map appear in the skirmish menu and have two players start points?
  14. Np if you need the specific code I can post it here if you want, but if you look on the crystal gameobject xml I'm sure you will spot it easily
  15. Yes you can, look on the tib crystal (or it may was the field but I don't recall) gameobject and you will find the code that make it's color appear green or blue in the map
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