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Egozi44

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Everything posted by Egozi44

  1. Sorry for the late reply, I was able to fix it too days ago and forgot top repay xD The only thing that truly left for me are to somehow make it "out of factory" animation reliable buy somehow delay it spawn, any mention I tried didn't worked and I even though about make the war factory to spawn game object that will spawn the mastodon but then I assume it won't show it's "coming out of factory" animation at all and also won't announce that it come out from the factory to everyone (since I made it as Epic unit) because it will be "Spawn" and won't be build
  2. So after seeing that I can't get help for the Firehawk thing I decided to keep up with the questions that I hold for almost 4 months.... I just love to do stuff one by one which is why I waited so long for the older thread to reach to conclusion before opening new one (The firehwak thing is still relevant if someone want to help, just go to the older thread) 1. I want to make multiple load screen images (not simply to replace the old one with new file), the problem is that simply making new Texture xml with ID won't be sufficient as the "PlayerTemplate.ini" won't recognize it I done something similar before with the loading music for each faction, simply adding AudioFile xml and changing the "TEMP_RAM_Music360_LoadScreen" in the PlayerTemplate.ini to the audio's ID didn't worked, so I had to make AudioFile xml and AudioEvent like this for example: <AudioFile GUIPreset="Default" File="AUDIO:Sounds/Loading/GDI loading.wav" PCCompression="XAS" id="GDI_Load"/> and then a AudioEvent that goes like that: <AudioEvent id="GDI_Load_M" Volume="50%" Priority="CRITICAL" Control="FADE_ON_KILL" DryLevel="100%" SubmixSlider="MUSIC"> <PitchShift Low="-1" High="1"/> <VolumeSliderMultiplier Slider="NONE" Multiplier="1"/> <Sound>GDI_Load</Sound> </AudioEvent> and then simply added the "GDI_Load_M" to the PlayerTemplate.ini in other words I had to make id that use id, or event that uses that id? (not sure myself) but anyway this is probably what I need to do in order to make the PlayerTemplate.ini to detect the texture id I added to the game I don't sure how to make such xml (or if it the right way to begin with...), I tried to look for the "MP LOAD" xml or the xml that use it in order to figure out what xml/event to make that will be based on it, but didn't had a luck.. ea hide it well, I assume it will be in some apt or menu relate xml but didn't found it So here the question... does anyone knows how can I make new image id that the game will detect so I can use it in the load images (and again without simply replacing the current one with new file) 2. I wanted to make 2 OCL_Spawn situations in which the dead units will spawn something Only when a certain Status is met I want to make the inf squads to spawn Viceroid when they die Only from tibirum related death, and to make the Redemption support power to spawn cyborgs to any Human inf in the game (not just nod) I done all what need to be done, but had issue with one thing, the RequiredStatus I set not detect in the game, example the Redemption Attribute need RequiredStatus PARACHUTING, and EA seem to coded it to not work with any solider in the game so I had to make new RequiredStatus which was PARACHUTING2 the game simply ignore it and spawn the units when any normal death occur... just like the case with the load image I assume I need to add sort of xml with ID for the RequiredStatus I want? So here the question... how I add new RequiredStatus to the game 3. I couldn't resist but asking, the PlayerTemplate.ini seem to have "SideIconImage" in it does it mean that it hold the option to add faction's icon to the skirmish menu just like RA3 does (next to the Faction's name)? ))))) If it does... then how can I use it? does it also relate to the image id like the cause with the load screen? Thanks
  3. ok I got new issue the Mastodon don't make sound when it move since I never mess with a walker sound before I have no clue where to add it I already chanced all the voice and movestart and the MoveLoop which seem unrelated to the legs I assume that the AnimationSoundClientBehavior have the leg's sound but even after I changed it the Mastodon stay quite when it walk what I need to do? the animation seem to set up right
  4. Ok I tried stuff and it worked Now they shoot from different parts of it's body The only strange thing so far is that the very first squad that enter the Mastodon will shoot from it's legs Not from the ground but from a higher parts of the legs, which look cool and I can live with it, but if I want to get a bit more closer to perfection then I prefer to remove it Is it possible to remove only one bone from the list? I just tried a quick test yesterday and deleted "BONE_CONTACT_POINT_01" from the ExtraPublicBone (there are twelve "BONE_CONTACT_POINT_" at total) and right after it the people inside the Mastodon gone back to shooting from the ground again.... Do I need to try and delete the bone one by one or it lost case because that just how it works?
  5. I see thanks so let say I take the "<pivot name="thebonename">" then do I need to add it to the BonePrefix? BonePrefix="thebonename">
  6. So as long as these Bones are not in the model's hierarchy they won't work? But the real question for a noob like me is what is the "model" you speak of? the model 3d files? the model in the xml? there's s few things with the name model that relate to the unit so it confuse me (I assume it the W3DContainer:GUVehicleL_SKN model ?) Where can I pick the bone from the model? I don't have 3Dmax but if it easy to do I don't mind reinstalling it since I used it once really long ago, but back then didn't knew how to use it
  7. Well I may give up on the delay thing because even with delay it look weird when the Mastadon come out from the marv's building the Garrison thing however it something that I don't want to drop so easily, looking at the Behemoth and Juggernaut xmls I still didn't was able to find the thing that make the Behemoth's bunker shots from different height any idea what I need to find there? the bones don't seem to be the only thing here...
  8. Well... everything I tried so far failed... Any ideas? :0
  9. 1. I see... it coded to work with KW so I wonder what give the issue... 2. I'm aware of the QueueProductionExitUpdate thanks to me messing with the mutant hovel, but by doing so isn't it going to make All of the units to get delay? I want only for the Mastadon to get delay, like the Redeemer, what the redeemer animation use in order to get out with delay? I didn't found it in it's xml and I assume it animation and not delay (which I assume that I can't use for the Mastadon ;( ) I never used the ProductionTimeDelayScalar in the productionupdate, can I add it to single unit to make delay? 3. umm like what I had to take from the redeemer back then for the blue laser thing Assume that I can't make new one to the game I need to take something that already exist, and the best bet will be the Behemoth, but I don't see something that I can recognize as garrison relate thing in it's xml (aside from BoneGarrison01 to BoneGarrison010 which I already tried and didn't changed a thing) there's <PassengerData BonePrefix="BoneGarrison"> which I don't sure if I used (though I think it must be used in order for the inf to get garrison at all... but never pay attention), Will give it a shot but if you know what I need to take from the Behemoth please tell me Thanks!
  10. Thanks Ravendark and Lauren, I will try to test the status thing at least as I probably won't be able to do much to the ui without aptui editor Lauren if you finish your tool one day could you please inform us? I have some new unrelated questions that you may be able to answer me here without the need to open new thread (if you both don't mind that it) I added the Mastadon to KW (credit to gdi_commando for making it) recently and had a few issues with it 1. for some reason the death animation don't show up (the GUVEHICLEL_DIEA_.w3x seem to crash the game on launch so I had to mix it with the "GUVEHICLEL_DIEA.w3x" but it don't seem to work) I was able to cover it with cheap fx for now but if some of you know what the issue please tell me, the developer don't seem to respond in moddb so I can't contact him/her, you can get the files from here http://www.moddb.com/mods/the-end-of-all-things/addons/mastadon-addon http://www.moddb.com/mods/the-end-of-all-things/addons/mastadon if you wish to view them 2. there's any way to delay unit appearance when it first appear from the war factory? the Mastadon appear too fast from the MARV facility and it make it look as if it just spawn on it rather can coming out from it 3. I really wanted to add to the Mastadon garrison option but the problem is that the shots (the infantries' shots) appears from it's legs rather then it's body I always wondered how to change the position of the ammo fx, if it even possible, I looked at the Behemoth xml and tried some stuff but they all failed, what I need to change in order to move the infantries' shots positions a bit higher so they will look as if they shooting from within the body rather then the legs? Thanks
  11. So can someone answer my questions? Aside from the icons The background for the loading screen can be replaced, I don't want to touch the other UI things that come with it JUST the image beneath the load bar Can I add new images that the game will detect without to mess with Aptui editor???? I made the images with Photoshops to be identical to the older load image so there's a way to add it to the game xmls? And for for the status, can't I simply add the status I want in the ObjectStatus or use something that already exist to spawn the viceroids?
  12. After changing the ANY to ALL in the Redemption the Spawn seem to work thanks Still test it though For the status, I can't simply add the status I want in the ObjectStatus or use something that already exist to spawn the viceroids? And I didn't really got the idea with the Aptui editor for the load screen image for the icons... sure... I don't have a clue how to use one but I willing to try in order to make icon for each faction (hope it even works with KW's SDK... can Lauren confirmed it?) But for the load Image, I already made load images based on the old load image which I extracted from the game so aside from the faction icons, Can I make the game to use other images I made? Can't I simply add them like we add skins? they also count as texture right?
  13. 1. So wait, there's no way to get the xml for it? I know where the image are, I don't know how to set additional one Is there way to make id that the game will detect? 2. I prefer the status, I want to know how to make one (while I did used "USER_X" in the past for skins and upgrades I don't sure how to use it for this case) Can you please tell me what I need to do in order to make on? 3. Really? can you tell me how? : O
  14. I extracted the maps and opened them with WB The only scripts that I can see are the world conquest scripts and on some maps the cm scripts the team and players lists don't have big differences some of them don't have the "radar supplier" but it also on maps that spawn crates I don't sure if it the scripts though... I made a multiplier map for 2vs2 some years ago in WB 1.02 for patch 1.02 which don't spawn crates (never really checked if it spawn them years ago... and I didn't disable them in the WB if it even possible...) and I made some new map not long ago for 1vs1 for testing purpose, this map don't have any scripts in it beside the ones that WB automatically add such as the AI for all teams and it Does spawn crates... Something here sound way off... If the mate I tested the game with didn't had the same issue I probably would assume that it just was my own game with faults
  15. Hello there I modding KW and got help in the old C&C forum that was shut down... And now I need to find help elsewhere... which end up here xD Hope that you will be willing to help me : P I was in a middle of thread in the old forum that got deleted, I was able to copy path part of it without my reply I still need help with it though so I path it here "Redeemer And Mok Enlightened I have a few issues I need help with 1. I always wanted to see Enlightened inside the Redeemer (resulting in the redeemer have Super Charged Particle Beam canon) So I thought about adding one and was able to make the Enlightened to enter the redeemer and the cannons to appear, my issues was that the laser came from the redeemer's legs and not from the cannons and that the laser itself didn't show the fx of the super charged beam I tried to add LaserDraw/draw and nothing work , the redeemer showed similar result with and without draw the Super Charged Particle Beam don't seem to have any Draw at all and I don't was sure what to add to the redeemer in order to fix it can someone tell me what I need to added/change? (please note that I take this xml with bugged version of wrathed so it will be from left to right and you need to open it in IE in order to see it, i start using less bugged version of wrathed only after the changes and was too lazy to rechange everything again) 2. I made the Nod saboteur to repair tanks by adding to him "repair gun" weapon I want him to stop and bend next to the tank each time he use the repair gun (like he does when he in cover or repair/ capture/sabotage a building) but I don't sure what to add in order to do it, I tried to add some stuff to the animation but it didn't worked so far ;/ another thing that I tried to fix was his gun fx, I was able to give it the repair drone repairing fx but the issue was that it appear on the saboteur itself and not on the game object that he fixing 3. last thing the GDI's Firehacek don't seem to show it's engine upgrade effect all the times what can I do to fix it? can someone help me out with it? Thanks!"
  16. So I assume that no one can help me? :0 I sent help request to jvm but he don't seem to be online since the first week of this month On other topic I discovered new serious bug that made me sweat (not really) I really surprise at myself for not noticing this bug way way earlier.... In KW (even if ver 1.00 and 1.02 Without mods) Crates won't be spawn on some official maps and costumes maps! Even when the Crate option is on! I made a tweak that can only work with the random crates so I really depress after discovering the bug (test the tweak on maps that crate works with, without know about the bug) I've checked the OCL_GenericCrateSpawner , GenericCrateSpawner, OCL_CrateSpawn, and found nothing I even tried TW's xmls which don't seem to have this bug and got the same result, the bug don't seem to be from my mod and happening even on unmoded KW and even on ver 1.00 .... Is there anything that I miss? Does the crates spawn is coded? because it seems that Dear EA forgot to add that code to KW's maps...
  17. I already tried what you told me but didn't included them in the xmls I sent you, I probably messed up the animations because it didn't worked As for JVN's xmls I tried them (that where I took the animation to my xml, in fact these xmls are the ones that started the really damaged issue to begin with) they have the issue (I assume he forgot about the damage condition? through he done marvelous work on everything else) I also tried his xmls alone and still have the same issue I also need the animations and models for the Zocom firehawk which have another skin (which JVN didn't included) Any chances that you can give the lines and tell me where to copy path them? All what I tried so far failed... maybe with your knowledge you will be able to make it work?
  18. I tried stuff and nothing worked so far (I never mess with the animations before so I'm not surprise...) Let put the damaged skin Aside for now, I want to fix the blue effect that trigger when the firehawk is damaged first Is there any chances that you will take a look at my firehawks xmls and tell me what wrong there? I assuming it the lack of DAMAGED LOCOMOTOR_TAXIING REALLYDAMAGED LOCOMOTOR_TAXIING and LOCOMOTOR_TAXIING ( and ofc to not included to any of them these lines ParticleSysBone BoneName="exhaust01" ParticleSysBone BoneName="exhaust02" True" FXParticleSystemTemplate="GDIFireHawkUpgrade02"/> True" FXParticleSystemTemplate="GDIFireHawkUpgrade02"/> ) but when I add them it still not working Here the xmls (sent them without most of my edits) Please remeber that zocom xml is different (not that I need to remind you ) So I need to know what to add to GDI/ST And Zocom ZOCOMFireHawk.xml SteelTalonsFireHawk.xml GDIFireHawk.xml
  19. Wait I think we didn't got each other just to make sure, You talking about the animations or the modelConditionState? And as for the damage issue, I don't want from the firehawk to stop display the effect when it damaged, my issue is that it display the effect when it damaged even when you didn't bought the booster upgrade, the effect will trigger and won't go away once the firehawk is really damaged on both ground and air without having the upgrade... When I tried to add the firehawk the new damaged skin I made it in the order you listed and it didn't worked EA made these Users to the Zocom firehawk: USER_1 LOCOMOTOR_TAXIING USER_6 DAMAGED USER_1 LOCOMOTOR_TAXIING REALLY_DAMAMGED USER_1 DAMAMGED USER_6 USER_1 DAMAMGED USER_1 DAMAMGED REALLY_DAMAMGED DYING USER_1 LOCOMOTOR_TAXIING And there's also User_5 (kane's edition skins) which I ignored I tried to order stuff in the right order and it didn't worked out for me :0 and my new damaged armor skin only shown itself when the firehawk was on the land (not the blue effect, the new damaged skin I made to the firehawk when it upgraded with the new armor and really damaged) I changed skins before even to MCVs... but this look too complicated ...
  20. Fixed the sounds Thanks! just the blue effect thing need a fix now... what I need to change?
  21. Thanks I will try the sounds as for the other thing , you meant to the ModelConditionState? the normal damage and really damage don't have the afterburner effects in them, in fact today I tried to add to the zocom firehawk a damaged skin after the upgrade, I mess with the conditions for two hours and also tried to mess with USER_1 (the ModelConditionState that have the afterburner effects) and failed... Then I've noticed that EA didn't made damaged skins to all of zocom aicrafts (after upgrade) but saw that they made cheap effect that make it look as if the skin armor is "shedding" away when the aircraft is being shot.... after seeing that and seeing that my attempts to try added the damaged armor skin to all conditions keep fall I gave up on the skin It a bit of a problem because the zocom firehawk have user_1 Condition (the booster) User_6 Condition (the armor) and user_6 + user_1 two upgrades that change something in the conditions and skin , and need to work in a way of that they won't mess each other (remind me of the Nod avatar...) How can I order the User_1 to work right? (and in zocom case how to make user_6 to not mess user_1 and user_1 to not mess user_6)
  22. Thanks I think I fixed it (Will think about disable the afterburner effect when they on land but for now want it to stay that way) Edit looks like I took out the champagne too fast guys the FireHawks will still shows their blue effect after they really damaged without the upgrade what to do in order to fix it? there is also another bug regarding the FireHawk and Orcas Only Zocom FireHawks making sound when they reload, I want to add it to the other planes but have no clue where the "loading" thing is (I recall I look for it around half year ago for other reason and didn't was able to find it....) Any clue where the "ammo loading" thing is and how I can add sound to it? because I think that the Hardpoints upgrade disable it for the FireHawks of GDI and ST
  23. Many thanks but I still need to do it manually (and prefer to do it that way) since Zocom's and GDI's FireHawk have different upgrades, I want it t show the upgrade effect All the time (On Air and on land) like how EA planned for it to be (I assume?) So I need to use this one correct? <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DECELERATE USER_1" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUFIREHWK_FLYA" AnimationMode="LOOP" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> CurDrawableShowSubObject("Plane04") CurDrawableShowSubObject("exhaust02") </Script> </AnimationState> <!-- It should be at the end of USER_1 animations but before the rest--> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Script> CurDrawableShowSubObject("Plane04") CurDrawableShowSubObject("exhaust02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 UNPACKING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUFIREHWK_STRA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> CurDrawableHideSubObject("Plane04") CurDrawableHideSubObject("exhaust02") </Script> </AnimationState> And can you please tell me how to trigger the bug? because I forgot and I need a way to see that it work Thanks
  24. Thanks I will give it ago, but what is the the locomotor taxiing? I recall it was the locomotor that relate to the transports that take inf and tanks but didn't really had any use in other air craft beside the hammerhead I want to make it show the effect all the time after upgrade (not just when use second abilty) So I just need to use the code you posted for it? (This <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DECELERATE USER_1" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUFIREHWK_FLYA" AnimationMode="LOOP" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> CurDrawableShowSubObject("Plane04") CurDrawableShowSubObject("exhaust02") </Script> </AnimationState> <!-- It should be at the end of USER_1 animations but before the rest--> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Script> CurDrawableShowSubObject("Plane04") CurDrawableShowSubObject("exhaust02") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 UNPACKING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUFIREHWK_STRA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> CurDrawableHideSubObject("Plane04") CurDrawableHideSubObject("exhaust02") </Script> </AnimationState> ) And can you please remind me what trigger the bug so I can test it? (you said how to trigger it in your older thread but I forgotten)
  25. Thanks But I don't think that the tool going to help me in this one (I extract the xmls in both Wrathed 1.07 and 1.08, both of them extract the files with more stuff or less stuff that the TW xml that you or Ravendark made , KW also have more lines they added to the firehawks like subobjects and upgrades, rather then touching them and ruin something I rather just add the new lines that fix the bug which I don't sure what they are (the post you guys explained what to do now dead...) ) I need to know one by one what lines were added and to where that it what lines to add to the gameobject , scripts, and the scriptevents can you help me with it?
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