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Egozi44

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Everything posted by Egozi44

  1. Egozi44

    More Command & Conquer Fan Art

    Nice While it not really count as fan art I made some funny pics for Christmas myself xD http://www.moddb.com/members/egozi44/images/kane-ready-for-christmas-d7#imagebox
  2. Yea, that why most people found themselves using it on enemy slaves as it was more effective : p Sorry I didn't reply on the Harvester's matter, I sort of recall that their speed didn't had any changes to it, the HP did changed iirc, don't recall how it was on ver 1.00 though... may check it later GDI's sub-faction on the other hand Do have different harvest speed, most people see it as a bug and changed it for balance sake (like what I and One vision modder done) But I don't think it actually a bug since EA never said it was one... we can't know if they made it on purpose
  3. I like the old ra2 days I recall that other disadvantage that Miner had was if you against other Yuri player, since Yuri's support weapon have the ability to turn all the slaves into mutants C&C3 harvesters were fine imo (don't forgot that in ver 1.00 scrin harvester would spawn a ion storm iirc, they removed that one pretty fast but you can find it in the xml iirc) Compared to ra2 and KW, ra3's collelctots were the real disappointed imo But that game didn't really went with the same harvest field method so I guess that the best fit they found in short time
  4. I recall I saw Redeemer model in one of RA2/YR mods Been wondering if MO was one of them and who the hell made it Also which mods are using it
  5. I changed all ZT and ZR jump jets to have nearly zero delay, I gave ST their own troopers and done the same it worked like a charm, But after I decided to change their model to the C&C4's Troopers they suddenly love to move back to their original position after they end their jump jets I assume it the geometry or something with the new animations time that mess it up but I honestly don't sure... I tried more than 30 tests and start to lose my mind here xD What causing it? Videos: When it working: When the issue occur (usually when they jumping above many objects) : Just to note though, They don't have cover near structure condition just like any ZT and sometimes do the full trip "home" (unlike the video which they done half trip) and passing through objects like the marv in order to get there Will PM xmls to who ever want to help (since I don't want them to leak yet xD ) Also just as reminder I still have issue in this thread http://forums.cncnz.com/topic/19597-how-to-attach-weapon-to-fx/ I will be glad to any kind of help as I don't sure how to solve the issues I have there Thanks
  6. I assume he fixed it by now, most likely was issue with the dds pulsing? Better post the answer in case other people will get similar issue and want to know wth gone wrong :3
  7. Nice to see our UI expert in action : D
  8. It worked on the weapon's damage itself but the Weapon FX the troopers does when they clear garrison still play at the same timing (even when the weapon take time to actually deal damage now) There's any code to delay fxs? I assume I need to open the FX itself and delay it somehow but I don't sure how
  9. The title name may misleading So I will explain it here I have two questions 1. I edited the Tib Troopers to have a bit more range in my mod, the issues is that thanks to that their weapons can sometimes kill target before the liquid tibrium ray reach them, how can I "attach" them together? (They already attached in the weapon template I assume ? xD ) I think that Adding weapon delay won't cut it right since it will make the damage to be delayed on close targets and it will look funny 2. I added new deathtype + AttributeModifier so that people will turn to viscriod upon death, it seem to turn them to viscriods when they die above bridges that have tib crystal beneath them How can I make the attritube to have height's radius and radius in general? Here the code <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <AttributeModifier id="AttributeModifier_Vis" Category="NONE" Duration="1.1s" MetaDuration="0" StartFX="" EndFX="" ModelConditionsSet="" ModelConditionsClear="" ObjectStatusToSet="PARACHUTING2" StackingLimit="1" ReplaceInCategoryIfLongest="False" IgnoreIfAnticategoryActive="False" /> </AssetDeclaration> Also can some take a look on my Commando's reload animation thread? I just need to know where to add the Reload_A animation state and what conditions to add :/ Thanks
  10. So no one knows how to fix these issues? or you just got tired from me? ; )
  11. Post it! Let other people fix and then post it in moddb for everyone so that nobody like me could download it Just kidding, but others may end up fixing it if you will post the code so I would give it a shot
  12. I ran into another issue When Tib troopers shoot Garrison enemies the FX_LiquidTiberiumClearGarrison fx will now run a few times before the actual weapon will hit Is there any way to delay fx as well?
  13. Umm that pic just keep bringing back nostology Conclusion never shake stranger's hand, he may electrify you to death~
  14. Ok I sort of solved the commando issue but through other means without reload animation Too bad no one can tell me how to order it since it could look awsome and better that way but oh well :/ Now just .2 left
  15. Ok, thanks Stygs, I was able to fix it Now anyone know what to do in question 2 and the Cyborg commando thing? I can send the xml if it will help or post example with how I added the reload_a animation so you can see what going wrong
  16. I see, it already have 1 second as preattackdealy But I think delaytimesecond will be better after all Question is where I put it in the weapon again? I don't remember many units which have it in their weapons to see as exsmple
  17. I tried changing the weapon speed, didn't worked. .. I changed it from 99999 to 1 and it still show the same result strange How can I slow down the weapon or delay it at least a bit?
  18. Thanks, so I need to reduce the weapon template speed or somehow increase the fx's speed correct? I assume there's no way to "connect" both right? (so that rather than adjusting speed they will work as one thing?)
  19. So from what I heard from people it seem that the Veterancy bug was in KW for day zero >.> Could be nice if someone know how to fix it (and tell me how to make a Yo-Yo) But if there's nothing to do about it.. oh well Still need help with the Reload_a thing though~
  20. Hi there I have two issues I try to solve atm and would like someone's help on the matter 1. I need to add to my cyborg commando reload animation since unlike the GDI's or Nod's Commando he don't have it in the shooting animation and it make him show shooting animation nonstop when reloading I originally set him to reload really fast so it didn't bothered me at first but it seem to be OP so I must give him reload time and animation but I never saw unit in TW that have separate reload animation so I don't sure what the orders they uses I already Added animation and condition (RELOAD_A) but it mess up some other animations now since I don't know in which order I suppose to put it, can someone help me out adding in it in the right order and what conditions need to be added? (exsmple when he reload and you tell him to move the reload animetion will keep up while he moving, same with cover + reload, so I added MOVING RELOAD_A and COVER RELOAD_A, and even COVER MOVING RELOAD_A but the issue was with the order i added it... that what I assume at least) Here the animation xml Without the RELOAD_A I added, please tell me what the locations it need to be added <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"></AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="INSIDE_GARRISON"></AnimationState> <AnimationState ParseCondStateType="PARSE_DEFAULT" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Idle"> <Animation AnimationName="NUS_COMMANDOA_BIDA" AnimationMode="ONCE" AnimationPriority="20" /> <Animation AnimationName="NUS_COMMANDOA_BIFA" AnimationMode="ONCE" AnimationPriority="5" /> <Animation AnimationName="NUS_COMMANDOA_BIFB" AnimationMode="ONCE" AnimationPriority="5" /> <Animation AnimationName="NUS_COMMANDOA_BIFC" AnimationMode="ONCE" AnimationPriority="5" /> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_stunned_flailing" then CurDrawableSetTransitionAnimState("STATE_stunned_landing") end if Prev == "STATE_Suppressed" then CurDrawableSetTransitionAnimState("TRANS_fromSuppressed") end if Prev == "STATE_SelectedPose" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STUNNED_FLAILING" StateName="STATE_stunned_flailing"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="LOOP" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" StateName="STATE_stunned_landing"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FRONTCRUSHED"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="BACKCRUSHED"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED DYING" StateName="STATE_Suppressed"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER DYING" StateName="STATE_Cover"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Animation AnimationName="NUS_COMMANDOA_DIEA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED MOVING" StateName="STATE_Suppressed"> <Animation AnimationName="NUS_COMMANDOA_RUNA" AnimationMode="LOOP" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED USING_WEAPON_A" StateName="STATE_Suppressed" Flags="RESTART_ANIM_WHEN_COMPLETE"> <Animation AnimationPriority="85" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKA" AnimationBlendTime="7"/> <Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKB" AnimationBlendTime="3"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Suppressed"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then CurDrawableSetTransitionAnimState("TRANS_toSuppressed") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER MOVING"> <Animation AnimationMode="LOOP" AnimationName="NUS_COMMANDOA_RUNA" AnimationBlendTime="15"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER USING_WEAPON_A" StateName="STATE_Cover" Flags="RESTART_ANIM_WHEN_COMPLETE"> <Animation AnimationPriority="85" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKA" AnimationBlendTime="7"/> <Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_ATKB" AnimationBlendTime="3"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER SELECTED" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Cover_SELECTED"> <Animation AnimationPriority="10" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_AIDA" AnimationBlendTime="15"/> <Animation AnimationPriority="1" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_AIFA" AnimationBlendTime="15"/> <Animation AnimationPriority="1" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_AIFB" AnimationBlendTime="15"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Cover_UNSELECTED" then CurDrawableSetTransitionAnimState("TRANS_Cover_Idle_To_Selected") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_Cover"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/> <Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/> <Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/> <Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_CoverAttention" then CurDrawableSetTransitionAnimState("TRANS_CoverAttentionToCover") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING USING_WEAPON_A" Flags="RANDOMSTART"> <Animation AnimationName="NUS_COMMANDOA_RUNA" AnimationMode="LOOP" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USING_WEAPON_A" Flags="RESTART_ANIM_WHEN_COMPLETE"> <Animation AnimationName="NUS_COMMANDOA_ATKA" AnimationMode="ONCE" AnimationBlendTime="7" AnimationPriority="85"/> <Animation AnimationName="NUS_COMMANDOA_ATKB" AnimationMode="ONCE" AnimationBlendTime="3" AnimationPriority="10"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <Animation AnimationName="NUS_COMMANDOA_RUNA" AnimationMode="LOOP" AnimationBlendTime="15"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="EMOTION_CELEBRATING"> <Animation AnimationName="NUS_COMMANDOA_BIDA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SELECTED" AllowRepeatInRandomPick="true" Flags="RESTART_ANIM_WHEN_COMPLETE" StateName="STATE_SelectedPose"> <Animation AnimationName="NUS_COMMANDOA_AIDA" AnimationMode="ONCE" AnimationPriority="10" AnimationBlendTime="15"/> <Animation AnimationName="NUS_COMMANDOA_AIFA" AnimationMode="ONCE" AnimationPriority="1" AnimationBlendTime="15"/> <Animation AnimationName="NUS_COMMANDOA_AIFB" AnimationMode="ONCE" AnimationPriority="1" AnimationBlendTime="15"/> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end </Script> </AnimationState> <!-- TRANSITIONS --> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IdleToSelected"> <Animation AnimationName="NUS_COMMANDOA_BATA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_SelectedToIdle"> <Animation AnimationName="NUS_COMMANDOA_BIDA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_toSuppressed"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_fromSuppressed"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverAttentionToCover"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_CoverToCoverAttention"> <Animation AnimationPriority="20" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIDA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFA"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFB"/><Animation AnimationPriority="5" AnimationMode="ONCE" AnimationName="NUS_COMMANDOA_BIFC"/> </AnimationState> 2. When I tell the Cyborg commando to enter building he shoot fine, but when I tell him to get into vehicle he can't shoot unless the vehicle don't moving inch, that probably because I added to the weapon CanFireWhileMoving="False" But I don't want to delete it since one of the cyborg commando's ideas were that he can't shoot while moving in my mod, it may be like that because he lack TERTIARY_WEAPON but if I adding another weapon aside weapon_A it's break his shooting animation, so what can I do here as well? Thanks
  21. Wow you been around for 18 years Didn't was aware of it Any chance you have some old screenshots from the other froms of the older sites? I curious to see how it look like
  22. I confirmed that building bug also happens in TW
  23. Well I don't mind by it since I already have animation for the reload part (and I don't recall the CC could reload in TT to begin with) I just don't know where I suppose to put the "reload a" animation state without it getting mixed with other animations I also need to know all the condition for it not to get mixed with them
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