Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

18 Good

About Egozi44

  • Rank
    Officer Candidate

Profile Information

  • Location
    Temmy village

Command & Conquer Profile

  • C&C:Online
  • Favourite C&C
    Kanes Wrath

Recent Profile Visitors

4,555 profile views
  1. I never tried it with SSD but I believe it will, with SSD most of the things that runs on your OS (in case you install it on the SSD ofc) should work Wayyy more faster, while other factors like CPU and your OS state are still taken into account, I believe you will probably see some difference (though don't catch my word as I never tried it myself xP, I just saw SSD in action with similar things and the difference were outstanding)
  2. I can help you in PMs if you still have the issue, I want to ask something as well
  3. it just as commanderKW said, though I heard from mjjstral that it possible to do some things to the AI with lua ae well, check his meta mod source and see if there's something there that can help
  4. I will be really glad to see EA reach to some desperate situation and sell c&c (and other franchises to other companies) in order to stay alive, but I just can't see that happening in the current state unless 80% of their customers will put a ban on them and really stop buy anything that relate to EA for several years... In this cruel reality we live at the "bad" guys always keep run their business :/
  5. I just said it in general, but just in case you missed
  6. Trust me when I tell you he's half right similar to KW's 1.01 EA showed they cared little for what happens in the campaign (and AI) compared to the online gameplay, in both cases the main issue is that because they changed things in the economic system while leaving anything else untouched, you will run out of money x4 faster (one of the main reasons is cause they also leave the maps untouched...in TW's case at least) The end result is a gameplay that not really friendly for newcomers (KW also suffer from the same issue and it mostly noticeable at mission 7 iirc where you need to kidnap this scientist and always run out of money before you can do anything, I tested it so many times on all difficulties with 1.00 and 1.02 to the point it made me puke) So while it not impossible it not something I'm going to recommend to people who want to enjoy their camp. As for the issue, as plokite said you need some skudef files which the digital stores versions are missing, after you have them you can either change something in them with a notepad ,or open the game with replay of older version to force it to run old version To make things way more easier though Bibber made this tool which allow us to switch between versions with less effort https://bibber.eu/downloads/cnc-version-selector/
  7. Egozi44

    Parachute stuff

    Fallout mod also had parachutes too iirc, There are few ways to do it (at least from my small knowledge), one of them is to attach and animated the parachute to the tank model in max and set the Armageddon ocl to spawn the tanks While settings the tank to show this animation and parachute sub object when it first spawn (the OCL can also have code that let them be idle for x time), Or you can make a tank model with parachute that when it's animation ended it dies and spawn new tank model (sound like a lot of work for nothing though) Other option may be to somehow use the transport code for the parachute and just play with the timing so the Armageddon will spawn transport (the parachute) which will use the landing ability automatically when it spawn and then die after x time. I don't know if there's any better code for parachutes in KW or TW and can't recall if there is something similar like that in BFME which we can try....
  8. NP umm I need to test it myself then, it may be either a issue on my end or maybe he mode this mod with WEd (which is why WEd can open it) I found some bugs with his spider garrison though, one I know from KW try garrison spiders inside, then press the window and change his stance, And watch the madness xP
  9. I know someone who said he may modify the new W3D plugin when it be ready, let hope that really going to happen and that he will succeed
  10. I see, which WEd version you was using when you open TW files though?
  11. Thank mate, were you able you open the xml with WEd alone? how? as far as I know we can't open TW mods that were made with EA official SDK, WEd should've crash even when being loaded with the TW definitions
  12. I think that code was belong to the fanatic (which seem to have this ability originally) before EA tossed it out, Never really tried to use it and I have no idea if it works For the cloaking field, the only way that may work which I'm aware of is through lua (since any kind of attached dummy will cause random bugs) But I still need to try it on my end
  13. I eventually plan to add it on my mod as well (though it will act a bit different but the digging ability will be the same) I would try to go with the jump jet ability or shock trooper teleprtation ability instead though, the whole digging itself will be a fake with animations that cover it up xP if you don't mind wait (but it will take a while till I reach it) I could give you the code when it be ready. if you do, simply mimic Shock or zone abilities and change them to fit your needs
  14. That sound cool, could you send the link here so I could peek? Wonder how close he got by replicate their TT behavior into TW
  15. For 3 Make sure your Commando is set to INFANTRY in UnitCategory, ProductionQueueType, and KindOf Since the barrack is set to train only "INFANTRY" anything else will not show up, Also make sure you not add it to the world builder category since WB and Static are Separated and only have few things that EA set to work with one another (god know how..), everything else we set in WB to work with Static will not show up as well. One last thing, make sure your w3x files are set to use KW shaders or the unit model will be invisible in-game.