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Egozi44

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Everything posted by Egozi44

  1. Well that bad, we need to inform the "Don't harm the power plants" association and hope they will do something about these beasts Just joking
  2. I will give it a go, don't sure what I need to add in order to upgrade them though, will take a look at random units who does that like the BH's Black hand squad or GDI reinforcement as you said I want to add to the super weapons ability (inspired from Ra2 idea of having two building) Nod already have one so I wanted to add to GDI network scan Rader button that show the entire map but avaliable each 12 mins And to scrin a ion storm that work for little time to protect the building The ion storm ability don't have fireweapon, and I made the rader from the ion Strom ability and just changed the OCL They both don't use fireweapon as you said so I don't sure what to do
  3. Umm seem interesting Wonder if someone will be able to make out something similar that work with KW and TW Thanks for the info
  4. Egozi44

    New Version of OpenRA Available

    Never really Modded Ra and TS before but as a fan it really look awesome to see modding tool that keep getting updates
  5. Btw I curious, what that script suppose to do? You may be able to make similar stuff with other means
  6. Ok reporting time The WhichSpecialWeapon="2" didn't worked so far, there's a chance I done something worng so I included the XML so you can take a look GDIIonCannonControl.xml The UnitOverlayIconSettings xml worked but I still have one more issue I have 2 units that have their Side name correct yet they don't display it next to their health bar I think the issue caused because I force these two units to come with the last rank I took it from zocom7's KWR xml <ExperienceLevelTemplate id="MacaroniAndPeperoniActuallyIwantPizzaExperienceLevel_1" RequiredExperience="1" ExperienceAward="20000" Rank="4"> <LevelUpTintColor r="1.0" g="1.0" b="1.0"/> <LevelUpFxList FxList="FX_GDILevelUp_03"/ ><Target>MacaroniAndPeperoniActuallyIwantPizza</Target> <AttributeModifier>Unit_Heroic</AttributeModifier> <Decal Texture="decal_N_level1" Texture2="decal_Nod_S_CO" Style="MERGE_DECAL" MinRadius="35" MaxRadius="200" MaxSelectedUnits="40" OpacityMin="80" OpacityMax="100"/> </ExperienceLevelTemplate> What I need to change here in order to make the unit to show it rank next to the health bar and still coming with the last rank? Stygs you evil genius, it worked But the only issue so far is that planes won't show their engine effetc while they in Ion strom (in other words when they use USER_5 + USER_6) I can live with it and it look way better than the previous buggy effect that the EA's team made, but if there's any way to fix it so it reach perfection please tell me
  7. Oh, It seem I really was ignorance fool O_O I was sure it was something else xD
  8. I see, but I have one question to ask that will make me look like a ignorance fool ^^ What the PAC is? I recall I saw you guys explaining it on other threads or saw it in other modder conversation but don't remember what it is, is it relate to the scripts and scriptevents? (oh and come to think of it... should I also add RetainSubObjects to the travelers ship scripts and scriptevents? )
  9. I see, will give it a go, just to be sure thought what conditions should have RetainSubObjects= true from what you saw in the xml I edited? and does some conditions supposed to have RetainSubObjects= False? if yes tell me which since I don't really sure myself xD
  10. Many thanks, will try it out and report I think it pretty much the first thing I tried after recalling what you told me with the Mastodon case They also didn't had the sub object script in the damage and really damage conditions (with both Ion storm and without) to begin with The xml I posted is sort of messed up since I tried to play with the RetainSubObjects off and on and other stuff so you may want to take a look at the original one If you think you can easily fix it there's any chance you can give it a try? If you don't have WED I can send you the xml and you don't even have to test it (in cases you don't have a way to run KW's mods) just send me the file and I be the guinea pigs
  11. Wow didn't knew about TWC Don't know how it will look at the end but for now it look awesome D:
  12. I see I assumed it was something like that, today most companies have many branches for a game, and they usually have one that start to work/start to think about the next game while the current game still didn't come out yet So is there any way to re-add them? Also sorry if I was less specifics about 1 and 2 in 1. the traveler's ships showing their engine's effect when they damage even when the Traveler Engines upgrade Not been purchase yet and in 2 I trying to add ion storm ability to the rift generator (working the same as scrin's Planetary Assault Carrier but spawn the temporary storm) and some ability to the ion cannon
  13. I'm not expert in thsee matter but from my tests with other BFME stuff, they usually didn't worked because they were removed You better wait for expert reply though just to be sure
  14. Well in my case when I moded kw My unmoded game's saves won't crash if I load them, but if I want to load a saves from moded game (from the same mod ofc) they will crash if I done Any chance in my mod from the previous version, even the smallest change Saves from un-moded games also can crash if I done something in the mod that can crash the game but that other story (I use it as error detector actually since a crash will pop up right away if I done something that don't get along with the game) I mod kw though so I don't know if that info is going to help you..
  15. Well if no one have time to help/ don't know how to help me (which is fine btw) Then I guess it time to move to the next thread? xD
  16. Question... (I may sound like a idiot due to my lack in TW modding) Can't you use the normal KW way to contain the inf as upgrades? or no one was able to add the code to TW and that why you/someone else made the Absorb infantry ability? In KW you can add to the Epic units new fxs without that ability http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/images/redeemers-charged-particle-beam#imagebox http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/images/supercharged-beam-turrets#imagebox http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/images/icon#imagebox
  17. Well Ravendark sum up most of what I thought (aside the crawler on space missions, that could be so cool, remind me of the Soviet mission on the moon in YR) I did had a few hopes for the game but saw how it going to fail fans expectations, The idea sound nice as a arena spin off rather than continuation to the real game I can see it somehow succeed as free to play spin off, the change in gameplay and game rules are refreshing but not worth if it take over the real Tibirum saga game
  18. I was really looking forward to this mod :/ Well at least Evolution still there... for now I also waiting for condition red, that mod that bring TW into Ra3 engine (forgot it name) And Equinox Mod, but that unrelate to the topic
  19. Ok back to the main thread topic I tried to take all the SP the avatar commdder have for just one unit (like the flame tank) and edit them all, now all that left (I think?) is to add the: <ReplaceSelfUpgrade id="ModuleTag_ReplaceSelf" NewObjectUnpackTime="5.0s" DisabledDuringUnpack="false" CheckBuildAssistant="true"> <TriggeredBy>Upgrade_UnPack</TriggeredBy> <ReplacementTemplate>NODConstructionYard</ReplacementTemplate> </ReplaceSelfUpgrade> But where I supposed to add it? Edit I done all I know and the ability was added but I can't select any unit with it.... can you take a look on my files and tell me what wrong? (I expect a lot of things went wrong xD) http://www.mediafire.com/download/7i7o3fx5np5pc08/VicMerge.rar Also how can I make it so the viscriods won't be able to select themselves (when the ability will work of course)
  20. I actually used different yet similar idea to my mutant hovel teach-up upgrade buttons the button spawn unselectable and invisible inf unit (because vehicle make the game crash each time other vehicle come out and it don't seem to be because of the crush attack) and that inf unit spawn the invisible building I already made the pod as the "unselectable" unit that spawn the mastodon, I may do what you said if the mastodon will caused the game to crush (Still testing it atm) At first I made the mastodon to destroy the facility due to it's size btw (like that RA3 mod that made the mammoth to destroy the Soviet war factory) I thought it be proper pay for the strongest epic unit in the mod, the tier 4 buildings (epic units factory and support powers labs) in the mod gives small amount of funds so it really let down for the players who will need to rebuild it
  21. Well I time the pod and add sounds but I have another issue One of my ideas were that the mastadon will destroy the marv hub facility each time it came out But now that I added the pod people can sell the building right before the pod landing Is there any way to make building unsellable only after the pod came out? I thought about ditching the idea of the destruction of the facility, but my fear is that the game can randomly crash if the mastadon will walk on the building it landing at
  22. Yea, I also noticed that TWA mastadon turning too fast which unfit to a heavy 4 legs walker Imo so I stayed with my own locomator (just removed the 4 legs part) What I need to add to it to act like the redeemer? Though I double it ganna help since he uses turret as his main weapon Oh btw Ravendark, thanks a lot, I was able to make the mastadon to land with TT pod thanks to your and prodigy help
  23. Egozi44

    Has anyone an old TT beta?

    Oh yea I forgot can anyone of you take a look on the Ironback's voice from your betas and tell me if you were able to find more voices? I will be glad to add more of them to the download link at moddb You can download the last version voice and some of the beta voices on moddb and compare http://www.moddb.com/members/egozi44/addons/cc4-mutants-sound-pack http://www.moddb.com/members/egozi44/addons/cc4-ironback-beta-sound-pack
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