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Egozi44

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  1. I never heard of winmerge :0 and as I said the files were made for TW I modding KW The Firehawks have more upgrades in KW and simply replacing the files is not a option, I rather add all what need to be added one by one but I don't sure what was added I also never really messed with the Scripts and scriptevents before (happened to open them with a note once and saw that they relate to objects that appearing by the scripts (as the name "scripts" suggested) but that about it) I need help in basic stuff since I noob in modding and prefer help in order to not mess stuff up xD
  2. Ok, so it seem that this post had been delayed for some months.... Here is the 3th thing I need help with (beside the engineer animation that you told me what to do and I was able to make it half working and the Vain bomb bug that I still need help with, eh eh) The FireHawk engine effect bug I was able to recover the files and Scripts from the old C&C forum thread which contain the info as for how to fix it, I don't really sure how to fix it myself and need help as for what need to be changed Can someon take a look at them and tell me what I need to change one by one? Here the scriptevents <?xml version="1.0"?> <SageLuaScriptSection xmlns="http://tempuri.org/ScriptEvents.xsd"> <Events> <!-- All internal events have a first parameter of self, which is the object receiving the event. They may have additial parameters, depending on the specific event. --> <InternalEvent Name="OnDamaged" /> <!-- OnDamaged(self, other) other is attacking object, may be nil --> <InternalEvent Name="OnDestroyed" /> <!-- OnDestroyed(self) No parameters. Note that self is dead, but name and team are still valid. --> <InternalEvent Name="OnArrived" /> <!-- OnArrived(self) Arrived at the end of a waypoint path. No parameters. --> <InternalEvent Name="OnUnitEntered" /> <!-- OnUnitEntered(self, areaName) Unit entered an area. Name of area is parameter. --> <!-- disabled since its really slow and nobody is using it... [mh, 5/7/2004]--><InternalEvent Name="OnTeamEntered" /> <!-- OnTeamEntered(self, areaName) Sent to the last unit of a team entering an area. --> <InternalEvent Name="OnUnitExited" /> <!-- OnUnitExited(self, areaName) Unit left an area. Name of area is parameter. --> <!-- disabled since its really slow and nobody is using it... [mh, 5/7/2004] --><InternalEvent Name="OnTeamExited" /> <!-- OnTeamExited(self, areaName) Sent to the last unit of a team leaving an area. --> <InternalEvent Name="OnTeamDestroyed" /> <!-- OnTeamDestroyed(self) Sent to the last unit of a team as it is destroyed. --> <InternalEvent Name="BeScary" /> <!-- Broadcast to a unit when he uses a power that makes him radiate scariness.. --> <InternalEvent Name="OnAflame" /> <!-- OnAflame(self) Broadcast to allies that I am on fire --> <InternalEvent Name="OnQuenched" /> <!-- OnQuenched(self) Broadcast to allies that I am no longer on fire --> <InternalEvent Name="OnCreated" /> <!-- OnCreated(self) sent when an object has been constructed --> <InternalEvent Name="OnBuildingComplete" /> <!--OnBuildingComplete sent when an object has completed building. IE construction complete--> <InternalEvent Name="DamageIncoming" /> <!-- DamageIncoming(self, other, delay, amount) other is shooter, delay is when the damage should hit, amount is how much. So we can do a defense, or a "Oh heck" animation --> <InternalEvent Name="OnSlaughtered" /> <!-- OnSlaughtered(self, slaughterer). --> <InternalEvent Name="OnGenericEvent" /> <!-- self, string --> <InternalEvent Name="OnBuildVariation" /><!-- self, real --> <InternalEvent Name="OnClipEmpty" /> <InternalEvent Name="OnClipFull" /> <InternalEvent Name="OnPowerOutage" /> <InternalEvent Name="OnPowerRestore" /> <!-- Scripted events are of two kinds - first is one generated by the ObjectDispatchEvent or ObjectBroadcastEvent script. The calling is DispatchedEvent(self, dispatchingObject, arbitraryString) --> <ScriptedEvent Name="ExampleGuardMe" /> <!-- GuardMe(self, other, string) other is object generating the scripted event. May be nil. --> <!-- Second kind of scripted event is a spy event. --> <ScriptedEvent Name="ExampleSpyMoving" /> <!-- SpyMoving(self, spySelf, parameters...) spySelf is the object self is spying on, parameters is the spied event paramters, may be nil. --> <ScriptedEvent Name="BeAfraidOfRampage" /> <!-- Becoming afraid of rampage --> <ScriptedEvent Name="BeAfraidOfPhial" /> <ScriptedEvent Name="BeUncontrollablyAfraid" /> <!-- Becoming afraid whether we like it or not --> <ScriptedEvent Name="BeAfraidOfGateDamaged" /> <!-- Be afraid of the gate being damaged --> <ScriptedEvent Name="BeTerrified" /> <!-- Run Away! --> <ScriptedEvent Name="ChantForUnit" /> <!-- Chant for a special unit! --> <ScriptedEvent Name="StopChantForUnit" /> <!-- Stop Chant for a special unit! --> <ScriptedEvent Name="BeginChanting" /> <!-- Begin Chanting! --> <ScriptedEvent Name="StopChanting" /> <!-- Stop Chanting! --> <!-- Cinematic Events --> <ScriptedEvent Name="CinematicRampageDamaged" /> <!-- All ModelCondition and ObjectStatus events have a single parameter of self, which is the object matching the conditions. --> <ModelConditionEvent Name="OnFire"> <!-- OnFire(self) self is object matching the modelconditions specified. --> <Conditions>-DYING +AFLAME</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="ExampleMovingDamaged"> <Conditions>+MOVING +DAMAGED -AFLAME</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="Moving"> <Conditions>+MOVING</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="ReallyDamaged"> <Conditions>+REALLYDAMAGED</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="RecoverFromTerror"> <Conditions>-EMOTION_TERROR -DYING</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="UsingSpecialOne"> <Conditions>+SPECIAL_POWER_1 -UNPACKING -PACKING</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="UsingSpecialTwo"> <Conditions>+SPECIAL_POWER_2 -UNPACKING -PACKING</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="UsingSpecialThree"> <Conditions>+SPECIAL_POWER_3 -UNPACKING -PACKING</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="CinematicRampageUser"> <Conditions>+USER_4</Conditions> </ModelConditionEvent> </Events> <EventList Name="BaseScriptFunctions"> <!-- If there are any events that need to apply to all units, put them here. jba --> </EventList> <EventList Name="GDIOrcaAirstrikeEventsList" Inherit="GDIAirstrikeOrcaWeapon"> <EventHandler EventName="OnCreated" ScriptFunctionName="onCreatedGDIOrcaAirstrike" DebugSingleStep="false"/> </EventList> <EventList Name="AlienMCVUnpackingEventsList" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="onCreatedAlienMCVUnpacking" DebugSingleStep="false"/> </EventList> <EventList Name="AlienMothershipEventsList" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnAlienMotherShipCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NeutralGarrisonableBuildingFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNeutralGarrisonableBuildingCreated" DebugSingleStep="false"/> <EventHandler EventName="OnGenericEvent" ScriptFunctionName="OnNeutralGarrisonableBuildingGenericEvent" DebugSingleStep="false"/> </EventList> <EventList Name="GDITechCenterFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDITechCenterCreated" DebugSingleStep="false"/> <EventHandler EventName="OnPowerOutage" ScriptFunctionName="onBuildingPowerOutage" DebugSingleStep="false"/> <EventHandler EventName="OnPowerRestore" ScriptFunctionName="onBuildingPowerRestored" DebugSingleStep="false"/> </EventList> <EventList Name="GDIMedicalBayFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIMedicalBayCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIPowerPlantFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIPowerPlantCreated" DebugSingleStep="false"/> <EventHandler EventName="OnPowerOutage" ScriptFunctionName="onBuildingPowerOutage" DebugSingleStep="false"/> <EventHandler EventName="OnPowerRestore" ScriptFunctionName="onBuildingPowerRestored" DebugSingleStep="false"/> </EventList> <EventList Name="GDIZoneTrooperFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIZoneTrooperCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIPredatorFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIPredatorCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIMammothFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIMammothCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIJuggernaughtFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIJuggernaughtCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NODShredderFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODShredderCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIWatchTowerFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIWatchTowerCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIFirehawkFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIFirehawkCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDISniperSquadFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDISniperSquadCreated" DebugSingleStep="false"/> </EventList> <EventList Name="OSR_SensorPodFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnOSR_SensorPodCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIOrcaFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIOrcaCreated" DebugSingleStep="false"/> <EventHandler EventName="OnClipEmpty" ScriptFunctionName="OnGDIOrcaClipEmpty" DebugSingleStep="false"/> <EventHandler EventName="OnClipFull" ScriptFunctionName="OnGDIOrcaClipFull" DebugSingleStep="false"/> </EventList> <EventList Name="GDIPitbullFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIPitbullCreated" DebugSingleStep="false"/> </EventList> <EventList Name="GDIV35Ox_SummonedForVehicleFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIV35Ox_SummonedForVehicleCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NODRaiderTankFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODRaiderTankCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NODAvatarFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODAvatarCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NODAvatarHuskFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODAvatarCreated" DebugSingleStep="false"/> <EventHandler EventName="OnGenericEvent" ScriptFunctionName="OnNODAvatarGenericEvent" DebugSingleStep="false"/> </EventList> <EventList Name="NODScorpionBuggyFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODScorpionBuggyCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NODVenomFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODVenomCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NODTechAssembleyPlantFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODTechAssembleyPlantCreated" DebugSingleStep="false"/> </EventList> <EventList Name="NODSecretShrineFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnNODSecretShrineCreated" DebugSingleStep="false"/> <EventHandler EventName="OnPowerOutage" ScriptFunctionName="OnNODSecretShrinePowerOutage" DebugSingleStep="false"/> <EventHandler EventName="OnPowerRestore" ScriptFunctionName="OnNODSecretShrinePowerRestored" DebugSingleStep="false"/> </EventList> <EventList Name="ControlPointFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="onCreatedControlPointFunctions" DebugSingleStep="false"/> </EventList> <EventList Name="BuildingPowerFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnPowerOutage" ScriptFunctionName="onBuildingPowerOutage" DebugSingleStep="false"/> <EventHandler EventName="OnPowerRestore" ScriptFunctionName="onBuildingPowerRestored" DebugSingleStep="false"/> </EventList> <!-- Generic keep Lua Event Lists --> <EventList Name="GarrisonableFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGarrisonableCreated" DebugSingleStep="false"/> </EventList> <EventList Name="RubbleDropshipFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnRubbleDropshipCreated" DebugSingleStep="false"/> </EventList> </SageLuaScriptSection> Here the Scripts --- define lua functions function NoOp(self, source) end function kill(self) -- Kill unit self. ExecuteAction("NAMED_KILL", self); end function RadiateUncontrollableFear( self ) ObjectBroadcastEventToEnemies( self, "BeUncontrollablyAfraid", 350 ) end function RadiateGateDamageFear(self) ObjectBroadcastEventToAllies(self, "BeAfraidOfGateDamaged", 200) end function OnNeutralGarrisonableBuildingCreated(self) ObjectHideSubObjectPermanently( self, "ARMOR", true ) end function OnGDITechCenterCreated(self) ObjectHideSubObjectPermanently( self, "UG_Boost", true ) ObjectHideSubObjectPermanently( self, "UG_Mortar", true ) ObjectHideSubObjectPermanently( self, "B_MortarRound_1", true ) ObjectHideSubObjectPermanently( self, "UG_Rail", true ) ObjectHideSubObjectPermanently( self, "UG_Scan", true ) end function OnGDIMedicalBayCreated(self) ObjectHideSubObjectPermanently( self, "UG_Armor", true ) ObjectHideSubObjectPermanently( self, "UG_StealthDetector", true ) ObjectHideSubObjectPermanently( self, "UG_StealthDetector01", true ) ObjectHideSubObjectPermanently( self, "UG_Injector", true ) end function OnGDIPowerPlantCreated(self) ObjectHideSubObjectPermanently( self, "Turbines", true ) ObjectHideSubObjectPermanently( self, "TurbineGlows", true ) end function OnGDIZoneTrooperCreated(self) ObjectHideSubObjectPermanently( self, "UGSCANNER", true ) ObjectHideSubObjectPermanently( self, "UGJUMP", true ) ObjectHideSubObjectPermanently( self, "UGINJECTOR", true ) end function OnGDIPredatorCreated(self) ObjectHideSubObjectPermanently( self, "UGRAIL_01", true ) end function OnGDIMammothCreated(self) ObjectHideSubObjectPermanently( self, "UGRAIL_01", true ) ObjectHideSubObjectPermanently( self, "UGRAIL_02", true ) ObjectHideSubObjectPermanently( self, "MuzzleFlash_01", true ) ObjectHideSubObjectPermanently( self, "MuzzleFlash_02", true ) end function OnGDIJuggernaughtCreated(self) ObjectHideSubObjectPermanently( self, "MuzzleFlash_01", true ) ObjectHideSubObjectPermanently( self, "MuzzleFlash_02", true ) ObjectHideSubObjectPermanently( self, "MuzzleFlash_03", true ) end function OnGDIWatchTowerCreated(self) ObjectHideSubObjectPermanently( self, "MuzzleFlash_01", true ) ObjectHideSubObjectPermanently( self, "MuzzleFlash_02", true ) end function OnGDIFirehawkCreated(self) -- bomb load by default. ObjectGrantUpgrade( self, "Upgrade_SelectLoad_02" ) ObjectHideSubObjectPermanently( self, "Plane04", true ) end function OnGDIPitbullCreated(self) ObjectHideSubObjectPermanently( self, "MortorTube", true ) end function OnGDIOrcaCreated(self) ObjectHideSubObjectPermanently( self, "UG_PROBE", true ) end function OnGDISniperSquadCreated(self) ObjectSetObjectStatus( self, "CAN_SPOT_FOR_BOMBARD" ) end function OnOSR_SensorPodCreated(self) ObjectSetObjectStatus( self, "CAN_SPOT_FOR_BOMBARD" ) end function OnGDIOrcaClipEmpty(self) ObjectHideSubObjectPermanently( self, "MISSILE01", true ) end function OnGDIOrcaClipFull(self) ObjectHideSubObjectPermanently( self, "MISSILE01", false ) end function OnGDIV35Ox_SummonedForVehicleCreated(self) ObjectHideSubObjectPermanently( self, "LOADREF", true ) end function OnNODShredderCreated(self) end function OnNODRaiderTankCreated(self) ObjectHideSubObjectPermanently( self, "Gun_Upgrade", true ) ObjectHideSubObjectPermanently( self, "Turret2_Gun", true ) ObjectHideSubObjectPermanently( self, "Turret2", true ) ObjectHideSubObjectPermanently( self, "MuzzleFlash_01", true ) ObjectHideSubObjectPermanently( self, "DOZERBLADE", true ) end function OnNODAvatarCreated(self) ObjectHideSubObjectPermanently( self, "NUBEAM", true ) ObjectHideSubObjectPermanently( self, "FLAMETANK", true ) ObjectHideSubObjectPermanently( self, "S_DETECTOR", true ) ObjectHideSubObjectPermanently( self, "S_GENERATOR", true ) end function OnNODAvatarGenericEvent(self, data) local str = tostring( data ) if str == "upgrades_copied" then ObjectRemoveUpgrade( self, "Upgrade_Veterancy_VETERAN" ); ObjectRemoveUpgrade( self, "Upgrade_Veterancy_ELITE" ); ObjectRemoveUpgrade( self, "Upgrade_Veterancy_HEROIC" ); end end function OnNODScorpionBuggyCreated(self) ObjectHideSubObjectPermanently( self, "EMP", true ) end function OnNODVenomCreated(self) ObjectHideSubObjectPermanently( self, "SigGen", true ) end function OnNODTechAssembleyPlantCreated(self) ObjectHideSubObjectPermanently( self, "UG_EMP", true ) ObjectHideSubObjectPermanently( self, "UG_Lasers", true ) ObjectHideSubObjectPermanently( self, "UG_SigGen", true ) ObjectHideSubObjectPermanently( self, "UG_DozerBlades", true ) end function OnNODSecretShrineCreated(self) ObjectHideSubObjectPermanently( self, "GLOWS", true ) ObjectHideSubObjectPermanently( self, "ConfUpgrd", true ) end function OnNODSecretShrinePowerOutage(self) if ObjectHasUpgrade( self, "Upgrade_NODConfessorUpgrade" ) == 1 then ObjectHideSubObjectPermanently( self, "GLOWS", true ) end end function OnNODSecretShrinePowerRestored(self) if ObjectHasUpgrade( self, "Upgrade_NODConfessorUpgrade" ) == 1 then ObjectHideSubObjectPermanently( self, "GLOWS", false ) end end function onCreatedControlPointFunctions(self) ObjectHideSubObjectPermanently( self, "TB_CP_ALN", true ) ObjectHideSubObjectPermanently( self, "TB_CP_GDI", true ) ObjectHideSubObjectPermanently( self, "TB_CP_NOD", true ) ObjectHideSubObjectPermanently( self, "LIGHTSF01", true ) ObjectHideSubObjectPermanently( self, "100", false) ObjectHideSubObjectPermanently( self, "75", false) ObjectHideSubObjectPermanently( self, "50", false) ObjectHideSubObjectPermanently( self, "25", false ) end function onBuildingPowerOutage(self) ObjectHideSubObjectPermanently( self, "LIGHTS", true ) ObjectHideSubObjectPermanently( self, "FXLIGHTS05", true ) ObjectHideSubObjectPermanently( self, "FXLIGHTS", true ) ObjectHideSubObjectPermanently( self, "FXGLOWS", true ) ObjectHideSubObjectPermanently( self, "FLASHINGLIGHTS", true ) ObjectHideSubObjectPermanently( self, "MESH01", true ) ObjectHideSubObjectPermanently( self, "POWERPLANTGLOWS", true ) ObjectHideSubObjectPermanently( self, "LIGHTL", true ) ObjectHideSubObjectPermanently( self, "LIGHTR", true ) ObjectHideSubObjectPermanently( self, "LIGHTS1", true ) ObjectHideSubObjectPermanently( self, "NBCHEMICALPTE1", true ) ObjectHideSubObjectPermanently( self, "LINKS", true ) ObjectHideSubObjectPermanently( self, "MESH28", true ) ObjectHideSubObjectPermanently( self, "TURBINEGLOWS", true ) ObjectHideSubObjectPermanently( self, "GLOWS", true ) end function onBuildingPowerRestored(self) ObjectHideSubObjectPermanently( self, "LIGHTS", false ) ObjectHideSubObjectPermanently( self, "FXLIGHTS05", false ) ObjectHideSubObjectPermanently( self, "FXLIGHTS", false ) ObjectHideSubObjectPermanently( self, "FXGLOWS", false ) ObjectHideSubObjectPermanently( self, "FLASHINGLIGHTS", false ) ObjectHideSubObjectPermanently( self, "MESH01", false ) ObjectHideSubObjectPermanently( self, "POWERPLANTGLOWS", false ) ObjectHideSubObjectPermanently( self, "LIGHTL", false ) ObjectHideSubObjectPermanently( self, "LIGHTR", false ) ObjectHideSubObjectPermanently( self, "LIGHTS1", false ) ObjectHideSubObjectPermanently( self, "NBCHEMICALPTE1", false ) ObjectHideSubObjectPermanently( self, "LINKS", false ) ObjectHideSubObjectPermanently( self, "MESH28", false ) ObjectHideSubObjectPermanently( self, "TURBINEGLOWS", false ) ObjectHideSubObjectPermanently( self, "GLOWS", false ) end function OnNeutralGarrisonableBuildingGenericEvent(self,data) end function onCreatedGDIOrcaAirstrike(self) ObjectForbidPlayerCommands( self, true ) end function onCreatedAlienMCVUnpacking(self) ObjectForbidPlayerCommands( self, true ) end function GoIntoRampage(self) ObjectEnterRampageState(self) --Broadcast fear to surrounding unit(if we actually rampaged) if ObjectTestModelCondition(self, "WEAPONSET_RAMPAGE") then ObjectBroadcastEventToUnits(self, "BeAfraidOfRampage", 250) end end function MakeMeAlert(self) ObjectEnterAlertState(self) end function BecomeUncontrollablyAfraid(self, other) if not ObjectTestCanSufferFear(self) then return end ObjectEnterUncontrollableCowerState(self, other) end function BecomeAfraidOfRampage(self, other) if not ObjectTestCanSufferFear(self) then return end ObjectEnterCowerState(self, other) end function RadiateTerror(self, other) ObjectBroadcastEventToEnemies(self, "BeTerrified", 180) end function RadiateTerrorEx(self, other, terrorRange) ObjectBroadcastEventToEnemies(self, "BeTerrified", terrorRange) end function BecomeTerrified(self, other) ObjectEnterRunAwayPanicState(self, other) end function BecomeAfraidOfGateDamaged(self, other) if not ObjectTestCanSufferFear(self) then return end ObjectEnterCowerState(self,other) end function ChantForUnit(self) -- Used by units to broadcast the chant event to their own side. ObjectBroadcastEventToAllies(self, "BeginChanting", 9999) end function StopChantForUnit(self) -- Used by units to stop the chant event to their own side. ObjectBroadcastEventToAllies(self, "StopChanting", 9999) end function SpyMoving(self, other) print(ObjectDescription(self).." spying movement of "..ObjectDescription(other)); end function OnGarrisonableCreated(self) ObjectHideSubObjectPermanently( self, "GARRISON01", true ) ObjectHideSubObjectPermanently( self, "GARRISON02", true ) end function OnRubbleDropshipCreated(self) ObjectHideSubObjectPermanently( self, "Loadref", true ) end function OnAlienMotherShipCreated(self) ObjectSetObjectStatus( self, "AIRBORNE_TARGET" ) end Here the ready-to-use xmls and Scripts in files (the provided ready-to-use xmls are for TW and lack some stuff that the FireHawk xml have in KW so simpley replace them is not a option for me) Hope it will help other people who want it as well! The credit not go for me though but for the user who made these xmls in the old C&C forum which not live anymore scriptevents.txt FireHawk.zip GDIFireHawkCleaned.zip GDIFireHawkCleanedBoosOnlyPow.zip Scripts.txt
  3. Well in KW SDK the buttons sometimes don't appear at all (that what happened in my tries with the vein... I may done something wrong though)
  4. Lol Dora the explorer So far I tried something and it didn't work I don't really like the plane because I assume it will bring unwanted and random bugs such as air defense shooting invisible enemy and don't sure how to tell them to ignore it I really need help in this one... never really created command that complicated
  5. Thanks if you will be able to do so in your own time it will be great, I prefer to make it work like the original which means that I want it to trigger without any plan that drop a bomb on the field I want to try it out but I don't sure what to do, Do I simply need to copy the Ion's specialpower and replace the ion with the Vein SP and OCL? Also I need to make "Vein2" that is based on other xml right? I've noticed that the mechapede is horde, I tried to change it into Vehicle but don't it didn't change much, Also the bug don't seem to be present in ver 1.00 (Yea EA mess stuff up with the patchs rather then fix all bugs and added a few new bugs such as bugged Zocom's Predator exp (which I fixed) and the mechapede's rally points, I won't be surprise if the vein also wasn't bugged in ver 1.00) I wish I would've know a way to force it to use rallys or make new model that works with them (I tried it but may done something wrong?)
  6. Really sorry for the delay I also like bioware (if you don't mind little old me getting into the conversation xD) I played all ME games and dragon ages (still had to play DAI though) I also think that EA mess Bio up I had bad experience with DA2 from both the game's bugs, the patch, and the game itself which was just another way to show us how EA love money Anyway I may be able to help you in getting KW (don't get the Origin/steam ver since as you probably knows, they mess up the reg files) , but I still don't sure what I exactly need to do in order to fix the vein with the air strike, I need to look at the air strike again since I don't remember how it works but I need to know step by step what to do Also how you planned to try the vain in TW? from other people mods? since TW didn't had the vain and I assume that the moded version may look/acts different from the original and don't bugged one bit will be happy to get unbuged machamp gameobject as well :0 I tried him in other war factories and it still don't use rallys so it seem to be the machamp itself
  7. You mean to remake the entire thing? (which I probably can't) or just the special power and OCL? I tried to "remake" the meachamp (Took other scrin's unit and replace everything one by one) and it didn't fix it rally points bug but I once tried it with the MRT's bugged repair drone and it worked
  8. So... I assume that no one know or want to help with the Tiberium Vein Detonation bug? Shall I move to the next question? Just in case you looking in the vein detonation, it seem that the bug only occur at the end of the special power (the additional money will be taken after the attack finished) I tried to mess a bit with the cost and when I changed the money to take "-0" (in other words to be free), nothing was taken at the end of the SP, so it seem to be bug that trigger from xml that work at the end of the attack?
  9. It was fixed in these patches but he don't willing to help I don't sure if the bug is coded like the meachamp bug or if it can be fixed with the current SDK Any chance that you recall how you helped him fix it (if your memory was correct) ?
  10. It a famous bug that I personally never noticed unit I read about it on the net xD I assume that the bug didn't happened in ver 1.00 which I played a lot back then and appeared in v1.02 or 1.01 like that Machampe rally point bug which also not present in ver 1.00 btw this is the bug (credit to gamereplays.org) : "Tiberium Vein Detonation is bugged and will subtract all your money, up to an additional $4000, a couple of seconds after the power finishes. To avoid this, try and keep your credit pile as close to $4000 as possible right before you drop the power."
  11. So if no one know how fix the saboteur animation then I want to move to the next subject BTW it unrelated but I don't really want to open new topic for it Does anyone knows how to fix the NOD's Tib Vein Detonation money bug?
  12. Adding Attacking Selected above the "SELECTED" and "COVER SELECTED" result in the opposite behavior xD The saboteur will now knee when you attacking and selected, but when unselected it will stand xD adding the repair drone attach module result in a smaller spark fx (way smaller then the one I use for attacking) that appear only beneath the saboteur... probably because the fx is set for the repair drone which is flying... but it either way only show up on the saboteur himself and not on the unit) Trying to adding the GDIRepairDroneSparks and GDIRepairDroneFlash in the VehicleDamageFX result with no fx shows up at all :/
  13. The animation didn't work as well but probably because I don't know to how make it work Here the animation I use (before the editing) , I tried to add "SELECTED" and other stuff but I assume I need to add <Script> and add State but don't really sure how <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USING_WEAPON_A"> <Animation AnimationPriority="15" AnimationMode="LOOP" AnimationName="NUSABTR_KBFC" AnimationBlendTime="10"/> </AnimationState>
  14. in editing the DamageFX parts, do I need to save it on the original file or make new one in the mod folder xml? I done pretty much everything you told me (tried both metods with the DamageFX) and none worked, when I put the Repair_fx in the VeteranFXs KW's SDKs tells me that the game may crash if I use these animation, and when I tried to put the FXs that inside the "Repair_fx" nothing happend in game here my weapon fx without the editing <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <WeaponTemplate CanFireWhileMoving="False" ReAcquireDetailType="PER_CLIP" ClipSize="3" FireFX="FX_Repair" FiringLoopSound="AudioEvent:GDI_RepairDrone_sparks_delayedLoop" WeaponSpeed="999999" AcceptableAimDelta="10d" AttackRange="12" Name="SaboteurRepairCannon" id="SaboteurRepairCannon"> <FiringDuration MaxSeconds="0.5s" MinSeconds="0.5s"/> <ClipReloadTime/> <Nuggets> <DamageNugget Damage="15" Radius="10" DamageType="HEALING"> <SpecialObjectFilter Relationship="ALLIES" Rule="ANY" Include="HUGE_VEHICLE VEHICLE" Exclude="INFANTRY HORDE"/> </DamageNugget> </Nuggets> </WeaponTemplate> </AssetDeclaration> After editing <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <WeaponTemplate CanFireWhileMoving="False" ReAcquireDetailType="PER_CLIP" ClipSize="3" FiringLoopSound="AudioEvent:GDI_RepairDrone_sparks_delayedLoop" WeaponSpeed="999999" AcceptableAimDelta="10d" AttackRange="12" Name="SaboteurRepairCannon" id="SaboteurRepairCannon"> <FiringDuration MaxSeconds="0.5s" MinSeconds="0.5s"/> <ClipReloadTime/> <Nuggets> <DamageNugget Damage="15" Radius="10" DamageFXType="REPAIR_GUN" DamageType="HEALING"> <SpecialObjectFilter Relationship="ALLIES" Rule="ANY" Include="HUGE_VEHICLE VEHICLE" Exclude="INFANTRY HORDE"/> </DamageNugget> </Nuggets> </WeaponTemplate></AssetDeclaration>
  15. Thanks and sorry for the delay Its me (the UOP 1.04 modder) I'm still not sure if I can call it a success since the mod still not out, but I do hope it will success and will revive KW even if for a bit, feel free to spread the word though I'm a noob at modding but got great help from people such as Zack4ever,Ravendark ,and zocom7, so feel free to thank them as well :3 I'm not really sure how to get the shaders, sorry Alright, I've start to mess with the Saboteur, I was able to made him use the kneeling animation when he attacking but my issue now is that he stand up each time you select him or just keep stand when shooting unless I release him with left mouse What I need to do in order to make him keep kneeling even when selected (only when attacking of course) As for the weapon fx, I use the FX_repair as Fire_FX, it don't work as DamageFXType and I have no clue how to make it as impact fx, I want the FX_repair to show up on that tanks that being hit and not on the Saboteur itself, HitGroundFX also don't seem to work...
  16. Alright I was able to fix the issue with the redeemer Will soon edit and add if I manage in number 2
  17. Hay @Ravendark ! How you been? I thought I was done without your help Nice to see thaht you took refuge here as well xD I was able to copy your last reply from the old c&c forum but didn't was able to copy my reply (I also was able to get the firehawk files before the forum was down but still need help with them) I didn't was able to get hold of 3 but recall that it talked about the firehawk and have link to the thread with the user who fix it I was able to download the firehawk xmls before the forum shut down but didn't was able to read the things he said about how to fix it (well I read part of it but don't remember it) Simply having the TW models won't help me since I need to edit the KW models and follow his setps which were deleted.... Now let see if I recall my reply xD Thanks, I may do it if I will find myself hit a rock that no one here will be able to help me crack Do you still mind if I will pm you here and there for help on things that you may be able to help me out?
  18. Thanks I guess I will start ask questions about modding here instead... there was a guy in the older forum which helped me a lot and I don't know if I will be able to manage creating my mod without his help : ( most KW modders either don't have time to help me or either don't want to... so it a bit hard I made a post there with 3 questions and got a few answers but didn't got the chances to reply and ask for more help since the forum died
  19. Darn with them : ( I was using the forum to get help in modding KW and many others did the forum had many files to download and answers from other people who work really hard to make/find them not to mention Mod's faq and World Builder's FAQ that people made All this hard work was deleted as if was nothing.... Now I'm stuck at modding Thank you very much EA
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