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Egozi44

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Everything posted by Egozi44

  1. There are two servers for TW/KW/RA3 modding (one of them is in my signiture ;P), Though there may be some other random ones I'm also unaware of.
  2. While you can do it the proper way by removing all of the normal weapon related code such as the actual weapon and triggers for the states and sub-objects, And set all of the railgun stuff to to start up by default, There are few other ways you can achieved it which may be more easier, Such as changing the trigger for it only in the mammoth like this <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <GameObject id="GDIMammoth" KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS PRELOAD SCORE ATTACK_NEEDS_LINE_OF_SIGHT CAN_REVERSE_MOVE VEHICLE CAN_BE_FAVORITE_UNIT" Description="Desc:GDIMammothTank" TypeDescription="Type:GDIMammothTank" RadarPriority="UNIT" Side="GDI" EditorName="GDIMammoth" EditorSorting="UNIT" BuildTime="25" CommandSet="GDIMammothCommandSet" SelectPortrait="Portrait_GDIMammothTank" ButtonImage="Portrait_GDIMammothTank" VoicePriority="220" ShockwaveResistance="100" CommandPoints="100" ThreatLevel="10" ProductionQueueType="VEHICLE" UnitCategory="VEHICLE" WeaponCategory="CANNON" ReinvisibilityDelay="7s" BuildCost="2500" TransportSlotCount="1"> <DisplayName>Name:GDIMammothTank</DisplayName> <GameDependency> <RequiredObject>GDIArmory</RequiredObject> </GameDependency> <ArmorSet Armor="GDIMammothTankArmor" DamageFX="VehicleDamageFX" /> <LocomotorSet Speed="45" Locomotor="GDIMammothLocomotor" /> <LocomotorSet Speed="80" Condition="NORMAL_UPGRADED" Locomotor="GDIMammothLocomotor" /> <SkirmishAIInformation UnitBuilderStandardCombatUnit="True" /> <Draws> <TankDraw id="0x50DF2C46" InitialRecoilSpeed="16" MaxRecoilDistance="10" RecoilDamping="2" RecoilSettleSpeed="3" TrackMarks="EXTnkTrack" ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02" TrackMarksLeftBone="FXTracksLR" TrackMarksRightBone="FXTracksRR" OkToChangeModelColor="True" TreadAnimationRate="2" TreadPivotSpeedFraction="0.9" TreadDriveSpeedFraction="0.25"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" RetainSubObjects="True"> <Model Name="W3DContainer:GUMAMM_SKN" /> <WeaponFireFXBone WeaponSlotID="3" BoneName="MuzzleFX" /> <WeaponFireFXBone BoneName="RocketLaunch01" /> <WeaponFireFXBone WeaponSlotID="2" BoneName="RocketLaunch02" /> <WeaponRecoilBone WeaponSlotID="3" BoneName="Bone_Barrel_" /> <WeaponMuzzleFlash WeaponSlotID="3" BoneName="MuzzleFlash_" /> <WeaponLaunchBone WeaponSlotID="3" BoneName="MuzzleFX" /> <WeaponLaunchBone BoneName="RocketLaunch01" /> <WeaponLaunchBone WeaponSlotID="2" BoneName="RocketLaunch02" /> <Turret TurretNameKey="Turret01" TurretID="1" /> <Turret TurretNameKey="Turret02" TurretID="2" /> <Turret TurretNameKey="Bone_Turret" TurretPitch="Bone_Rails" TurretID="3" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED USER_5" RetainSubObjects="True"> <Model Name="W3DContainer:GUMAMM_SKN" /> <Texture Original="GUMamm" New="GUMammD_K" /> <ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="GDIPPDamagedSmoke" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFire" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFireDistortion" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedSmoke" FollowBone="True" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING USER_5"> <Model Name="W3DContainer:GUMAMM_R" /> <Texture Original="GUMammD" New="GUMammD_K" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" RetainSubObjects="True"> <Model Name="W3DContainer:GUMAMM_SKN" /> <Texture Original="GUMamm" New="GUMammD" /> <ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="GDIPPDamagedSmoke" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFire" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFireDistortion" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedSmoke" FollowBone="True" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="W3DContainer:GUMAMM_R" /> <Texture Original="GUMamm" New="GUMammD" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"> <Model Name="W3DMesh:GUMAMM_FP" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_5" RetainSubObjects="True"> <Model Name="W3DContainer:GUMAMM_SKN" /> <Texture Original="GUMamm" New="GUMamm_K" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT"> <Script> CurDrawableShowSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="VEHICLE_CRUSH_CENTER USING_WEAPON_C"> <Animation AnimationName="GUMAMM_CRSH1" AnimationMode="ONCE" /> <Script> CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableShowSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableShowSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableShowSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A MOVING USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A USING_WEAPON_C"> <Script> CurDrawableShowSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING BACKING_UP USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableShowSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING ACCELERATE USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING DECELERATE USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableShowSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableShowSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING USING_WEAPON_C"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USING_WEAPON_C"> <Script> CurDrawableShowSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableShowSubObject("UGRailAccelerator_01") CurDrawableShowSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="VEHICLE_CRUSH_CENTER"> <Animation AnimationName="GUMAMM_CRSH1" AnimationMode="ONCE" /> <Script> CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableShowSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableShowSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableShowSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A MOVING"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A"> <Script> CurDrawableShowSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING BACKING_UP"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableShowSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING ACCELERATE"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING DECELERATE"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableShowSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableShowSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <Script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") CurDrawableHideSubObject("UGRailAccelerator_01") CurDrawableHideSubObject("UGRailAccelerator_02") </Script> </AnimationState> <LeftTread>TreadsL1</LeftTread> <LeftTread>TreadsL2</LeftTread> <RightTread>TreadsR1</RightTread> <RightTread>TreadsR2</RightTread> <ArticulationBone ArticulationBoneName="Bone_TreadRF" ArticulationHelperBoneName="FXTracksRF" /> <ArticulationBone ArticulationBoneName="Bone_TreadRR" ArticulationHelperBoneName="FXTracksRR" /> <ArticulationBone ArticulationBoneName="Bone_TreadLF" ArticulationHelperBoneName="FXTracksLF" /> <ArticulationBone ArticulationBoneName="Bone_TreadLR" ArticulationHelperBoneName="FXTracksLR" /> </TankDraw> <ScriptedModelDraw id="0xB4CD3005" MaxRecoilDistance="3" RecoilDamping="0.4" ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="W3DContainer:GUMAMM_FX" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <ParticleSysBone BoneName="FXTracksLF" FXParticleSystemTemplate="TreadDust" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="TreadDust" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="TreadDirt" FollowBone="True" /> <ParticleSysBone BoneName="FXTracksLF" FXParticleSystemTemplate="TreadDirt" FollowBone="True" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFire" FollowBone="True" /> <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFireGlow" FollowBone="True" /> <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkFireDistortion" FollowBone="True" /> <ParticleSysBone BoneName="FXHULKFIRE" FXParticleSystemTemplate="GDIMammothHulkSmoke" FollowBone="True" /> </AnimationState> </ScriptedModelDraw> <LaserDraw id="0x5FC0AD86" Texture1_VTile="0.5" Texture2_VTile="0.01" Texture1_VScrollRate="0.2" Texture2_VScrollRate="1" Texture2_FrameRate="1" LaserWidth="50" UseDistortionShader="True"> <FXShader ShaderName="Laser.fx"> <Constants> <Texture Name="Texture1"> <Value>FXRailgunCoreDistortion</Value> </Texture> <Texture Name="Texture2"> <Value>FXRailGunCoreMask</Value> </Texture> </Constants> </FXShader> </LaserDraw> </Draws> <Behaviors> <AttributeModifierPoolUpdate id="0x513BC476" /> <SquishCollide id="0x8CCB269A" /> <FireWeaponWhenDead id="0xDDED328F" DeathWeapon="CatalystInfantryDeathWeapon" InitiallyActive="True"> <DieMuxData DeathTypes="CATALYST" /> </FireWeaponWhenDead> <AutoHealBehavior id="0xC07BF5C0" HealingAmount="100" HealingDelay="0.5s" StartHealingDelay="1s"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </AutoHealBehavior> <AttributeModifierUpgrade id="0xAA36A1AA" AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy> </AttributeModifierUpgrade> <AttributeModifierUpgrade id="0x81C6F752" AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy> </AttributeModifierUpgrade> <AttributeModifierUpgrade id="0xE35F7EC4" AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy> </AttributeModifierUpgrade> <StancesBehavior id="0x54CA416E" StanceTemplate="Generic" /> <LevelUpUpgrade id="0xA92BDFEA" LevelsToGain="1" LevelCap="4"> <TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy> </LevelUpUpgrade> <LevelUpUpgrade id="0x5C3F216A" LevelsToGain="2" LevelCap="4"> <TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy> </LevelUpUpgrade> <LevelUpUpgrade id="0x379F3CE2" LevelsToGain="3" LevelCap="4"> <TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy> </LevelUpUpgrade> <InvisibilityUpdate id="0x3BD7F2F5" UpdatePeriod="0.5s"> <InvisibilityNugget ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C" ForbiddenStatus="IS_FIRING_WEAPON USING_ABILITY IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING" /> <RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade> </InvisibilityUpdate> <StealthUpgrade id="0xF2B9DFBE"> <TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy> </StealthUpgrade> <TemporarilyDefectUpdate id="0x3473AFD2" DefectionFrameCount="300" /> <WeaponSetUpdate id="0x720F4A50"> <WeaponSlotHierarchicalTurret ID="1" ParentID="3"> <Weapon Template="GDIMammothTankRocketPods" /> <TurretSettings TurretTurnRate="60" MinIdleScanTime="1s" MaxIdleScanTime="5s" MaxIdleScanAngle="90" MaxDeflectionClockwise="20d" MaxDeflectionAntiClockwise="100d"> <TurretAITargetChooserData TargetingCompareList="DefaultTurretTargetingCompareList" CanAcquireDynamicIfAssignedOutOfRange="True" /> </TurretSettings> </WeaponSlotHierarchicalTurret> <WeaponSlotHierarchicalTurret ID="2" ParentID="3"> <Weapon Template="GDIMammothTankRocketPods" /> <TurretSettings TurretTurnRate="60" MinIdleScanTime="1s" MaxIdleScanTime="5s" MaxIdleScanAngle="90" MaxDeflectionClockwise="100d" MaxDeflectionAntiClockwise="20d"> <TurretAITargetChooserData TargetingCompareList="DefaultTurretTargetingCompareList" CanAcquireDynamicIfAssignedOutOfRange="True" /> </TurretSettings> </WeaponSlotHierarchicalTurret> <WeaponSlotHierarchicalTurret ID="3"> <Weapon Template="GDIMammothTankGun" /> <Weapon Template="MammothTankRailCannon" ObjectStatus="WEAPON_UPGRADED_01" /> <TurretSettings TurretTurnRate="60" TurretPitchRate="20" MinimumPitch="-15d" MinIdleScanTime="1s" MaxIdleScanTime="5s" MaxIdleScanAngle="90" AllowsPitch="True"> <TurretAITargetChooserData TargetingCompareList="DefaultTurretTargetingCompareList" CanAcquireDynamicIfAssignedOutOfRange="True" /> </TurretSettings> </WeaponSlotHierarchicalTurret> </WeaponSetUpdate> <LaserState id="0x14BDCE42" /> <Physics id="0x6D41764B" /> <SlowDeath id="0x73542D4A" SinkRate="1" SinkDelay="3s" DestructionDelay="8s"> <OCL> <OCL>OCL_GDIMammothTankDebris</OCL> </OCL> <Sound List="GDI_Generic_VoiceDieMS" /> <DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED" /> </SlowDeath> <FXListBehavior id="0xC74C39D8"> <DieMuxData DeathTypes="ALL" /> <Event FX="FX_GDIMammothExplode" /> </FXListBehavior> <ProductionUpdate id="0xED4A53AD" MaxQueueEntries="1" /> <AutoHealBehavior id="0x7D722C24" HealingAmount="10" HealingDelay="3s" StartHealingDelay="5s" HealOnlyIfNotUnderAttack="True" HealOnlyIfNotInCombat="True"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </AutoHealBehavior> <StatusBitsUpgrade id="0x85B2DF85" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_GDIFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x85B25DF85" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x85B425DF85" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x845B425DF85" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_NODFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x8455DF85" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x84A45545DF85" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x84B5545445DF85" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_AlienFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x845545445DF" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x846535545445DF" StatusToSet="WEAPON_UPGRADED_01"> <TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x862F5A755C" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_GDIFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x854AB25DF85" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x85A3B425DF85" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x8454A6B425DF85" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_NODFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x8455DADF85" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x84A456D545DF85" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x84BD55D45445DF85" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_AlienFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x84A55454A45DF" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="0x8465A3554D5445DF" StatusToSet="RIDER2"> <TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy> </StatusBitsUpgrade> <SubObjectsUpgrade id="0xBBDDAE76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_GDIFaction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD5DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD6DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD7DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_NODFaction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD8DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD9DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD1DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_AlienFaction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD2DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy> </SubObjectsUpgrade> <SubObjectsUpgrade id="0xBBD3DA4E76" ShowSubObjects="UGRAIL_01 UGRAIL_02"> <TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy> </SubObjectsUpgrade> <StatusBitsUpgrade id="0xD305500E" StatusToSet="WEAPON_UPGRADED_02"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </StatusBitsUpgrade> <ModelConditionUpgrade id="0x081018FB" AddConditionFlags="USER_5"> <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy> </ModelConditionUpgrade> </Behaviors> <AI> <AIUpdate id="0x12FA48BA" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="GDIMammothFunctions"> <UnitAITargetChooserData SympathyRange="100" CanPickDynamicTargets="False" TargetingCompareList="DefaultTargetingCompareList" /> </AIUpdate> </AI> <Body> <ActiveBody id="0xB313F576" MaxHealth="11500" /> </Body> <ClientBehaviors> <ModelConditionAudioLoopClientBehavior id="0x7B291969"> <ModelConditionSound Sound="AudioEvent:GDI_RailgunAccelerator_EnergyStripeLoop" RequiredFlags="USING_WEAPON_C" /> </ModelConditionAudioLoopClientBehavior> </ClientBehaviors> <Geometry> <Shape Type="BOX" ContactPointGeneration="VEHICLE" MajorRadius="32" MinorRadius="20" Height="18"> <Offset x="-3" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="AudioEvent:GDI_MammothTank_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="AudioEvent:GDI_MammothTank_VoiceCreate" AudioType="voiceCreated" /> <AudioEntry Sound="Multisound:GDI_MammothTank_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="AudioEvent:GDI_MammothTank_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="AudioEvent:GDI_MammothTank_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="AudioEvent:GDI_MammothTank_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="AudioEvent:GDI_MammothTank_VoiceRetreat" AudioType="voiceRetreatToCastle" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="AudioEvent:MammothMoveStart" AudioType="soundMoveStart" /> <AudioEntry Sound="AudioEvent:MammothIdleLoop" AudioType="soundAmbient" /> </AudioArraySound> <EvaEvents EvaEventDieOwner="UnitLost" EvaEventDamagedOwner="UnitUnderAttack" EvaEventDamagedFromShroudedSourceOwner="UnitUnderAttackFromShroudedUnit" EvaEventDamagedByFireOwner="GenericUnitBeingBurned" EvaEventSecondDamageFarFromFirstScanRange="600" EvaEventSecondDamageFarFromFirstTimeoutMS="155" EvaEventAmbushed="UnitAmbushed" EvaEnemyObjectSightedEvent="GenericEnemyUnitSighted" EvaEventDetectedEnemy="EnemyStealthUnitDiscovered" EvaEventAvailableForProduction="NewConstructionOptions" EvaEventProductionStarted="UnitConstructionStarted" EvaEventBuildOnHold="BuildOnHold" EvaEventBuildCancelled="BuildCancelled" EvaEventPromotedOwner="UnitPromoted" /> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="350" ShroudClearingRange="400" /> <CrusherInfo CrushDecelerationPercent="40%" CrusherLevel="3" CrushableLevel="3" /> </GameObject> </AssetDeclaration> I basically set the code to be triggerred by the native faction upgrade insted of the railgun's one, I've also removed the upgrade sound and upgrade icon from the Mammoth so it will look like it just its native weapon, I've made it with KW in mind though since you didn't said which game you're modding, so I hope it be alright~
  3. The shadows are a bit speical cause they can fly and EA looked for a way to mute them when they aren't on ground, Dk why largegroupaudio not work for you though unless it's either hardcoded or maybe cause its key ID was extracted as hex over the original ID name (if you're using WEd that it) What you can use as alternative is AnimationSoundClientBehavior with sound frames codes which you can use for walking too, For general example here's a code for the Awakened when they're using land and death animations: <ClientBehaviors> <AnimationSoundClientBehavior id="0x7A2074AA"> <Sound Frame="3" Animation="NUSILENT_LNDA" Sound="AudioEvent:Bodyfall"/> <Sound Frame="26" Animation="NUSILENT_DIEA" Sound="AudioEvent:Bodyfall"/> <Sound Frame="51" Animation="NUSILENT_DIEB" Sound="AudioEvent:Bodyfall"/> <Sound Frame="17" Animation="NUSILENT_DIEC" Sound="AudioEvent:Bodyfall"/> </AnimationSoundClientBehavior> </ClientBehaviors> You can take it as a base and change it for any unit moving animations You can also try something more simple like that edit though if you don't want to mess with frames <ModelConditionAudioLoopClientBehavior id="53658098"> <ModelConditionSound Sound="AudioEvent:NOD_ShadowSquad_RunningLoop" RequiredFlags="MOVING" ExcludedFlags="DYING"/> </ModelConditionAudioLoopClientBehavior>
  4. Dam I've checked that thread few days after my comment to see if you replied only to miss it when you did xD Afaik we can't add new triggers to songs, We can used it only the same way as EA did which mean no new song in between and no new trigger for songs Well unless I'm wrong or if someone made by now some tool that allows us to change it, But I don't think it's the case.
  5. I recall Wolf made some basic guide for sound replacement or something along the lines (may be wrong >.<) Idk of a guide that explain it throughly but I do know how to do it in KW's case, Same method should also more or less work in TW but TW's SDK has some different stuff and I don't even have it on my PC (unlike KW's) If you just want to do one of these one-time modding, I can try make a different OST ver for you instead if you like rather than make a wall of text about how to pull it off, I can do it only for KW though and will need to know the tracks you want and also need to know instead of which track you want me to put them at.
  6. Glad to see you around mate, It may be better to go into modding servers and ads your mail there than doing it here, But hopefully there are still people around who will notice the post
  7. PM'd you something that might help, Some WEd vers requires you to includes the event line while some aren't as you mentioned, As for the issue Some sounds/audio events seems to be hardcoded so try to rename their IDs and properly includes them in the right places, can't say if it's the case here cause I never had any errors over them with the compilers I uses. There's also another common issue that happens when one try to mix new audio ID in existing MultiAudio Events in some WEd vers, but that's not relates to the current issue so we can save it for another time xP
  8. Afaik only TJ's Chemical Warfare and the one I'm working on (Big bang patch 1.04), Most other modders either didn't thought on the idea or didn't wanted it when I've suggested it way back in 2014, In unpatched Gen it wasn't balanced one bit so I bet that was people main concern, but that doesn't means it can't be if done right to keep the action going tiny bit more while not giving some huge sum of money to the point one player have some big disadvantage over the other.
  9. Kane's Wrath Unofficial Big Bang Patch 1.04 Open Beta Kane's Wrath Unofficial big bang Patch 1.04 0.4 is out! Check the announcement here~ Kane's Wrath Unofficial big bang Patch 1.04 is actually a mod that runs with bibber's and asuka's mod lancher. It started with the aim of just balance changes and bugs fixes, Making stuff that people rarely used more noticeable, useful, And adding more options for team play like RA3 and BFME had. However since a lot of people requested me to add a few stuff that in their opinions were supposed to be in the original KW I eventually ended up changing course and adding some new content (but I had red line and didn't add ton of useless stuff to the mixer just for the sake of adding things as the mod didn't aim to add too many new units to the point the factions would be unbalanced and the units would be useless). So this "Unofficial Patch" is now a big bang patch that rather than just focusing on balance and bug fixes also adds new stuff in order to make the decade old plus KW to feel more refreshing. I had many ideas how to add new stuff to KW's gameplay, some worked and some didn't (and were removed), you can see this project as a small expansion pack at this point honestly. This project is up on moddb since 2014 and is still WIP. One of the main ideas of this project was to work with the community in order to create the mod for the community, however as I mentioned before the mod have red lines, The project can be changed by your comments however I can't promise that I will change anything you want. Please note that this mod aims to make things more balanced while also trying to add uniqueness. Uniqueness + balance in RTS is really hard to achieve but if they are combined in the right way they can keep the most import ingredient at bay: the "Fun". Here short list of what been changed so far: *More bugs had been fixed (many many many bugs fixes) *The mod have few new units *New features (More Upgrades/Abilities/Special Powers) *Some minor gameplay changes*More features for team work *Improved Balance (many things like support powers, units, abilities, upgrades, are more useful) *Improved map pack (Optional) *Improved AI *Edited campaign *Economic system moved back to how it was in ver 1.00 You can see more info about the project here: https://www.moddb.com/mods/kanes-wrath-unofficial-patch-104 and here https://www.nexusmods.com/commandandconquer3kaneswrath/mods/3 Gamereplays.org Don't forgot that a lot of stuff will be depend on the player's commits, if you have ideas please say them here! If it will be in my ability and I will see that many players are happy with it, I may add it Discord server's link You can download the mod from here: https://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/downloads https://www.nexusmods.com/commandandconquer3kaneswrath/mods/3?tab=files https://kane-v104.vercel.app/downloads Changelog
  10. After 6 years the 3rd release is out So I've updated the page accordingly.
  11. Don't know if we allow to ask such question here (and if it allowed to be posted here, But I took my chances since it don't have much to do with Actual modding process and could be ignored by the right people if it was in the modding forum due to them not being modders or taking any interest in heavy related mod questions...) I added new unit to the ZOCOM faction, that unit don't have official voices by EA (at least not on the files I have) and probably better be voiced from scratch due to me adding some features for it that (probably) won't be in the official voices anyway. You can read most of the info here: http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/news/the-condor-need-your-help And this is the unit: If someone think he/she can do it let me know
  12. What C&C3 you referring to (TW I assume)? May it was taken from KW or even from TT. I don't recall if I saw this texture myself but there is always the chance I just passed by it and forgot... Actually... dam, bibber's folder in the image is called TT (in the directory), So I guess we got our answer xD
  13. Ahh seem like it still not works well with the versions I have
  14. It should be extractable from the game's files (may not even need to extract it), But I dk if it will work with existing bones or if you will need to rebind them all though...
  15. New update :p I've really wanted to inform you that it didn't really worked well in some versions of 1.08 (or even 1.07) but was too lazy xD, Will take a look at updated ver and see if it been solved
  16. I would recommend to try and use a different SpecialPowerAIType Cause the AI is dumb and won't always use the buttons we gave it unless we force it to use them in the AI code, So gives it other type which it uses more often may solve your issue
  17. Bibber fixed it some years ago be like any good modder, didn't released it anywhere so this thread is more than welcome and Should be pinned
  18. Btw, EVA ini should be in warthed\Game Files\Data\ini iirc
  19. So the other shader supposed to do something with the railgun accelerator effect too or is just part of the adaptive armor effect you showed in the video? I personally like the default look since its dark texture makes it looks as if it really enable some anti emp meansure and more visible to the eye if you see it from afar, I'm not fan of the HC changes along with it though... Also not fan of the accelerator effect, your shader (which seem to be base on the accelerator's?) would probably look great for the accelerator over the armor (imo at least)
  20. So TD and RA1 in possible 8bit army engine minus the 8bit design? (probably not but oh well)
  21. Glad to see it back in modern console, just a bit sad that the 360 ver will still have all of these bugs the pc version (and mods) fixed decode ago..
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