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Everything posted by Egozi44

  1. Aside from trying some random condition, you can just make the crouch as their idle animation. Units set to go into cover animation because they have Cover conditions in their animations codes, the cover triggered only when they next to structures afaik. Look what animations they use for cover and cover and firing, and try copy paste them to other animations like idle, selected, and attacking, though unless you know what to add and remove you probably going to get some funny results xP
  2. Don't sure you meant by "hugging" in this situation (like to not mistakenly select enemy ground units?), But I'm pretty sure you can use the reckoner dummy as secondary weapon, one that only target ground while the main one only target aircrafts.
  3. I don't sure I understood what you said in regard to the defense laser, but for general weapon dummy you can peek on what the reckoner use and edit it, why you want dummy weapon for sling and mantis though?
  4. Jana said there was issue in regard to reading xmls from TW with WEd, don't recall what she said though. For normal TW xml we can just use TW SDK ofc
  5. Opps saw it just now, contact me on discord and we try things when I have time xP
  6. I meant that it can't open TW mods xP it also have issue open some xmls from TW and will crash 90% of the times
  7. IIRC, you need to remove the ANTI_GROUND in AntiMask and keep the ANTI_STRUCTURE and add to AIUpdate AutoAcquireEnemiesWhenIdle="YES ATTACK_BUILDINGS" There may be more things you need to do, don't recall how I got such results in the past xP
  8. xD Well at least it finally works
  9. the digging is basically teleporting with animations, it should be more than possible. As for the crawler drill, I have it on my mod source, don't need to look for anything xP issue is that I can't tell if it will work the same way in TW due to different codes, but it should be the same for the most part
  10. did you tried to remove it's folder in documents and Temp? maybe it also reg issue
  11. Glad to hear you found a way to solve your issue, By subterranean you meant to that drill or the subterranean reckoner? Cause I plan to add that one too xD I can try help you adjust that SP to TW though I dk if it going to work well. Most forums area dead indeed, but most modders are lurking around the discord c&c modding server https://discord.gg/TfdcQTn can't promise people will always answer you there but sometimes they do when they feel like it xP
  12. I see, too bad, wonder why it don't want to load on your build :/ Afaik it don't have any issues with win8, but 8 have poor compatability support, what your OS language?
  13. If using other unit bones won't work or telling the xml to use other RM squad bone for the fx don't help, then the only way will be to add new bone that hopefully won't break anything.
  14. It depend on the shader, Nod, Scrin, and GDI, use different textures for different shaders. In TW they uses different shader than KW, and iirc nod and gdi both need additional texture for HC only in TW. GDI usually need unit texture, normal map texture, SPM texture, and HC texture, Nod need unit texture, SPM texture, and HC texture, (nod SPM need to have blue/purple color on where you want the HC to be shown) Umm, from what I recall AIDA and BIDA are idle animations, ATKA is attack animation, BIFA may be idle or emp animation, don't remember until i peek on my files, the TW SDK come with w3x viewer that you can use to view all of the animations outside the game.
  15. Nothing happend at all? did you try open them in compatibility mod? maybe also as administrator?
  16. Simply adding nrm or spec to the SKN not always going to work because it depend on the shader, some shaders don't even support these textures so forcing them in may do nothing or make the file unusable to the sdk. try extract the files again, resize them with bibber tool, and change the shader to the nod shader and use the same texture they came with by default before you try anything else
  17. I never moded TW , even if both KW and TW are nearly the same their SDKs and codes work a bit different, so I don't sure my advices will help much but if you want to mod kw, tell me if one of these WEDs work for you (just to note something, WED can't open TW mods, just KW's) cnc3 KW wrathed_107gamma https://mega.nz/#!JswxhTDQ!Cf-XvyiaSBudI826U7A3PGdzUKaSg9-Dvo88vvxs6-8 Wrathed 1.07 BETA https://mega.nz/#!pkJg3ALT!GxdU0ykDmC6mgtNiFeZdJiZVl4Ugkkf7z3K4oahSsow cnc3kw_wrathed 1.08 https://mega.nz/#!txpjkKrK!gWxr1zNGJH5p0x4FDENeC0YbR4jFDswL4oVULi4Tno0 cnc3kw_WrathEd 1.08Gamma https://mega.nz/#!tsxjBIia!ripghGp5vY2T9VHDT3b-BT3FqqhuI9J6S1ofwohGBMM cnc3kw_wrathed 1.08 Bugged https://mega.nz/#!FlRilS6T!KfgAMMiePNyh_In4wnGKV0d3OEVJFjeJjfOD6TJDbDw
  18. it look alright but I can't say with my poor memory without site and compare it to my xmls, if you simple copied the GDI's SP through and through and just changed the IDs and spawn unit it should work... if you mod KW, and have Skype or Discord I can offer alternative means for nod transportation if you like though it different than the good old transport.
  19. How you made them to appear though? by changing the c&c4's shader to kw's? scaling alone don't supposed to rest/change the shader again. maybe the file became corrupted somehow or you change something in the xml?
  20. I used them once and eventually had to make them from zero to fit my own needs ;P The commando will stop using animations at some situations while keep moving, and iirc it also had few missing codes. To change shader you need to either open the file with max or open it with notepad, press "F3" look for shader, When you find the shader name, change it to the one TW or KW uses depend on the game you mod
  21. The commander is really shy and will prefer if we won't disturb him xP 1. Jokes aside, that happens cause the SKN files still use TT's shaders, you need to change them to KW's shader, You will also have HC issues if you won't know how to edit the textures with PS or make them via max, the KWRELOADED xml are also not complete and will cause him to act funny at some situations due to missing conditions. 2. you need bibber's scaling tool, you need to choose all of the w3x files the commando uses and set the factor, 1.0 is the default and won't change anything, 1.1 + will increase the size while 0.9- will reduce it.
  22. Umm, unless you or I forgot something I guess it should work but I need to see the codes for it it may be heavily codes too.
  23. IIRC what we need is the SP settings in the gameobject xml, the object's commandset, logic command, to set proper chain xmls for the SP (include buttonstate and such), and add it to the spellbook may remember things wrong though, need to check. What SP you trying to add? I do know there one ability in KW that seem to be coded and give you hard time to change it into SP (the temple of Nod computer something, only one user success in change it into SP from unit ability), so maybe there's more.. unless it brand new SP
  24. There are few ways to do it, one of them is using <RandomModelCondition id="Random_Model" Conditions="USER_"/> to trigger it on startup instead of the of the Nod's upgrade And the other method is to delete all of the upgrade triggers (<TriggeredBy>Upgrade_NODConfessorUpgrade</TriggeredBy>, also be sure to delete BannerCarrierUpgrade id="0x85E46E84" Permanent="True"> and "BannerCarrierByUpgradeOnly="True" (or set them to False) in the HordeContain and also add "SpawnBannerCarrierImmediately="true" there