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Egozi44

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Everything posted by Egozi44

  1. That only if you want to include it in your mod, to make the map to simply show up in-game, all you need to do is to place it in the maps folder you just created (the one you compiled the map on) to mod it, in others words it should already be playable in-game
  2. You need to put your moded map in documents/Kane's warth/maps/ Then open buildmap.bat in your WEd folder, write in cmd the map's folder name, and press enter The map now should be moded
  3. One of you seem to use KW's WB and the other TW's (I assume from the icons) Unless it old ver of TW you need to update it, if KW's WB than try to use TW's as the map is from TWs' camp
  4. Hi mate I was able to make viscords to spawn from inf in certain situations too and thanks to Mjjstral I also was able to add percents to the spawn, I didn't however managed to make fiends that I spawn on the map from tib field to be aggressive to all players due to the way TW and KW team system works, I only managed to make the fiends to attack you if You attack them first, Still try to figure it out ;/ As for making things to appear on each map, aside from modding each map you can just spawn it from exisitng object in the static like tib field and set it to spawn far from it or on it depend what you want, that way it spawn the game objects on every map There should be some ways to spawn things in the map from lua too (or so I believe)
  5. I tend to enter into infinite loop when it comes to these cases xP In order to help you I need to look on my files, but till I comes home I forgot to do so till the next day (which make me recalling it by looking on this thread via the phone and start the whole loop again) adding objects to a map is not too different from modding the game, if you don't have any experience with it however than it be a bit harder to explain it, adding snow or rain is more easier though but I don't know if it will work the same way in TW as it did for me in KW
  6. That bring up memories, I once edited the map too but I manually extracted it from the game rather than use someone else map, I don't sure what cause the issue but I assume it relate to the map you download, maybe it moded map that don't supposed to work like any normal custom map or maybe something else get in the way, I'm not WB expert though so beat me, it may be something you did or forgot to do. Does the map appear in the skirmish menu and have two players start points?
  7. Np if you need the specific code I can post it here if you want, but if you look on the crystal gameobject xml I'm sure you will spot it easily
  8. Yes you can, look on the tib crystal (or it may was the field but I don't recall) gameobject and you will find the code that make it's color appear green or blue in the map
  9. I never tried it with SSD but I believe it will, with SSD most of the things that runs on your OS (in case you install it on the SSD ofc) should work Wayyy more faster, while other factors like CPU and your OS state are still taken into account, I believe you will probably see some difference (though don't catch my word as I never tried it myself xP, I just saw SSD in action with similar things and the difference were outstanding)
  10. I can help you in PMs if you still have the issue, I want to ask something as well
  11. it just as commanderKW said, though I heard from mjjstral that it possible to do some things to the AI with lua ae well, check his meta mod source and see if there's something there that can help
  12. I will be really glad to see EA reach to some desperate situation and sell c&c (and other franchises to other companies) in order to stay alive, but I just can't see that happening in the current state unless 80% of their customers will put a ban on them and really stop buy anything that relate to EA for several years... In this cruel reality we live at the "bad" guys always keep run their business :/
  13. I just said it in general, but just in case you missed
  14. Trust me when I tell you he's half right similar to KW's 1.01 EA showed they cared little for what happens in the campaign (and AI) compared to the online gameplay, in both cases the main issue is that because they changed things in the economic system while leaving anything else untouched, you will run out of money x4 faster (one of the main reasons is cause they also leave the maps untouched...in TW's case at least) The end result is a gameplay that not really friendly for newcomers (KW also suffer from the same issue and it mostly noticeable at mission 7 iirc where you need to kidnap this scientist and always run out of money before you can do anything, I tested it so many times on all difficulties with 1.00 and 1.02 to the point it made me puke) So while it not impossible it not something I'm going to recommend to people who want to enjoy their camp. As for the issue, as plokite said you need some skudef files which the digital stores versions are missing, after you have them you can either change something in them with a notepad ,or open the game with replay of older version to force it to run old version To make things way more easier though Bibber made this tool which allow us to switch between versions with less effort https://bibber.eu/downloads/cnc-version-selector/
  15. Egozi44

    Parachute stuff

    Fallout mod also had parachutes too iirc, There are few ways to do it (at least from my small knowledge), one of them is to attach and animated the parachute to the tank model in max and set the Armageddon ocl to spawn the tanks While settings the tank to show this animation and parachute sub object when it first spawn (the OCL can also have code that let them be idle for x time), Or you can make a tank model with parachute that when it's animation ended it dies and spawn new tank model (sound like a lot of work for nothing though) Other option may be to somehow use the transport code for the parachute and just play with the timing so the Armageddon will spawn transport (the parachute) which will use the landing ability automatically when it spawn and then die after x time. I don't know if there's any better code for parachutes in KW or TW and can't recall if there is something similar like that in BFME which we can try....
  16. NP umm I need to test it myself then, it may be either a issue on my end or maybe he mode this mod with WEd (which is why WEd can open it) I found some bugs with his spider garrison though, one I know from KW try garrison spiders inside, then press the window and change his stance, And watch the madness xP
  17. I know someone who said he may modify the new W3D plugin when it be ready, let hope that really going to happen and that he will succeed
  18. I see, which WEd version you was using when you open TW files though?
  19. Thank mate, were you able you open the xml with WEd alone? how? as far as I know we can't open TW mods that were made with EA official SDK, WEd should've crash even when being loaded with the TW definitions
  20. I think that code was belong to the fanatic (which seem to have this ability originally) before EA tossed it out, Never really tried to use it and I have no idea if it works For the cloaking field, the only way that may work which I'm aware of is through lua (since any kind of attached dummy will cause random bugs) But I still need to try it on my end
  21. I eventually plan to add it on my mod as well (though it will act a bit different but the digging ability will be the same) I would try to go with the jump jet ability or shock trooper teleprtation ability instead though, the whole digging itself will be a fake with animations that cover it up xP if you don't mind wait (but it will take a while till I reach it) I could give you the code when it be ready. if you do, simply mimic Shock or zone abilities and change them to fit your needs
  22. That sound cool, could you send the link here so I could peek? Wonder how close he got by replicate their TT behavior into TW
  23. For 3 Make sure your Commando is set to INFANTRY in UnitCategory, ProductionQueueType, and KindOf Since the barrack is set to train only "INFANTRY" anything else will not show up, Also make sure you not add it to the world builder category since WB and Static are Separated and only have few things that EA set to work with one another (god know how..), everything else we set in WB to work with Static will not show up as well. One last thing, make sure your w3x files are set to use KW shaders or the unit model will be invisible in-game.
  24. I never tried spawn structure that way but assuming you can use some code that let you to "build" the structure rather than spawn in on the summon point, it may be possible (it should be since there's unit ability that does it but I never tried it as Support power) If you want you can just make new xml for the shredders, remove the slave code that make it attach to the hub, and set your support power to spawn all three instead
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