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Egozi44

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Everything posted by Egozi44

  1. So the other shader supposed to do something with the railgun accelerator effect too or is just part of the adaptive armor effect you showed in the video? I personally like the default look since its dark texture makes it looks as if it really enable some anti emp meansure and more visible to the eye if you see it from afar, I'm not fan of the HC changes along with it though... Also not fan of the accelerator effect, your shader (which seem to be base on the accelerator's?) would probably look great for the accelerator over the armor (imo at least)
  2. So TD and RA1 in possible 8bit army engine minus the 8bit design? (probably not but oh well)
  3. Glad to see it back in modern console, just a bit sad that the 360 ver will still have all of these bugs the pc version (and mods) fixed decode ago..
  4. How about try to add some antenna on its head for the propoganda effect?
  5. Wonder what is the Black Hand Chieftain Will need to check. Congrats on releasing your mod though xP
  6. Egozi44

    Kanes Wrath Skirmish AI Schemas

    Nice work
  7. I still hold to FF without Quantum cause I need my addons (which aren't being support anymore... really hate how Mozilla does that each half decade :/) You can also upload it to pastebin which should let us see the xml as it is from separate link, Btw if you have discord you could also try your luck on the c&c modding server since most of the modders are there (but that doesn't mean they always going to reply you since it depend on the weather and where the wind blow at that fateful day xP )
  8. Egozi44

    Kanes Wrath Skirmish AI Schemas

    Someone should pin this thread alone with Hostile's UI color thread.
  9. I must to insist that you remove that code and upload your xml or use pastebin instead cause that giant script along with cncnz magic script just froze up 90% of my browsers on any type of device I'm use (it somehow work in chrome desktop version and in FF mobile version) I assume it also why no one replied here till now but that just assumption xP So... I sort of forgot what you explained there (and hell I'm not risking scrolling up from my phone to get it freezed again xD) But if it was about purfires animations reacting to different ranges, I can assume it because the animations have different conditions (can't check atm) like weapon 1 fire condition and the like which will cause the laser animation to play only when weapon 1 is firing, the thrower also have its own cooldown/reload time as secondary weapon and may got prioritize by the game once it can attack. I think the real issue may be that the purfire have some coded parts in it since the last times I messed with his voice I noticed he use lines that aren't even in its events and it also ignored any changed I did to its audio xml files If it really coded you may need to make similar Xml and change all the IDs in it (sometimes it doesn't help either)
  10. You tried to changed existing xml file right? if it audio event that is already in the game and you just edited it a bit, It need to be in static folder Not in global, global is only for new files or for changing existing file's locations when it come to audios.
  11. Now idea why skies won't show up on your side, as long as your installation isn't broken they should show up like anything else, what game version you have? (steam? origin?), did you updated TW to the last version?
  12. While I never did it myself, I'm pretty sure I saw some random TW mods who did two colors to unit's ability buttons, but I may be wrong I meant to completely replace the name with icon or maybe add the icon next to it, sure we can probably make text based icon but in KW it most likely will be displayed as a square since it not support unicodes, Jana said she have some tool for UI's changes she works on.. but it not her top priority and looking on WEd 2 process so far, I assume it won't see the light till 2030 xP
  13. We already can edit most of the UI images though, (but limited to some degree like this one, so thanks xP) Really wish we could've edit the UI itself so I could add new buttons and change the factions names with icons on the skirmish menu :/
  14. Try that then, I'll suggest comparing it to the normal KW's Harvester xml and note any change
  15. Glad to see c&c mods are still alive (though some of these have yet to release anything xP) Hope we see even more raise after the remaster will come out (though I'm not counting on it... but you know... Expect for worse and hope for the best )
  16. I changed most of it by looking on his xmls, however I recall I found some changes to be not fitting and either didn't changed the original code or change it with my own (GDI and Zocom harvesters also had some issues with their weapons and Nod and Scrin had some issues with their ducking location due to missing bone EA forgot to add) So I had to edit many things in the harvesters to the points I don't recall what I did unless I compare it to the original xD I can send you the xmls though, but the lua option sound better (if it will work...), kinda interested in trying it myself but don't feel like nag Mjjstral over it
  17. CGF fixed it by changing the geometry and few other stuff in the gameobject, Mjjstral solution in the discord server was to use lua that use the return command if the harvesters aren't moving when unload
  18. Strangely enough your thread didn't appear in the discord server (via a bot that was set to alame us if there's new thread in cncnz), so I didn't noticed the thread till now xP But yeah that how you do it, glad you was able to find it on your own
  19. Wish I knew more about artillery to help :/ I do recall there was miss percents code or other weapon miss code, but these not seem to be relate to your current issue, Based on your track model, you sure you can't cut the part from the rear where the missiles coming out from and set it as separate turret? If it some game limitation the only things that usually save us from it are messing with the definitions, try lua hacks, or tricking the game in one way or another with xml codes or some settings to the model file (if the game hate it for whatever reason).
  20. The WB and Static sections are separated, when you change things in WB it will only effect custom maps, in order for things to take effect in the official maps you will need to extract them yourself, add the objectes you edited to the map's folder and include them in the override xml, after that you need to mod the map, lastly you will need to make a map big file for them and tell your mod to read it, or just add them manually to your mod's big file Here most maps if you want them uncompiled: https://www.moddb.com/mods/kanes-wrath-classic/addons/official-kws-mp-maps-extracted-fixed-unmoded
  21. I'm actually stuck on this area as well cause I want to make hostile AI that spawn from netural as well and if it not being spawned from your units it just won't do anything to the players Lua didn't helped me so far; setting them to spawn as creep team made it possible for them to fight back only when you attack them first, giving them the Vis attribute made your units to auto attack them so they attack right after lol xP But I still stuck on it, here what commiedog said about how it work on TW/KW: "Each "player" maintains a list of teams as well as a default team value for any unit or structure not explicitly assigned to a team. Teams are primarily used by AI-controlled players to group their units, allowing for easier scripting (instead of telling each tank to attack an enemy, the AI groups the tanks into a team and only has to issue one attack order for the entire team). C&C 3's friendliness checks primarily rely on the players in control of the units involved, but it's possible to override that for specific teams with the code I mentioned. For the Fiends to attack any of a player's units or structures, you'd have to override it for every one of a player's teams. And since teams are generated dynamically in-game (at least for faction players--the Fiends may be lumped into the team of the Tiberium field that spawned them, which would almost certainly be the default team for the neutral player), you have to add the overrides on a team-by-team basis." We still experiment on that...
  22. I don't know if we can do it via WB alone, but I do know we can make map that randomly spawn objects at each load, we can also set the rain as timer that make it die and come back I guess, I saw some leftovers codes that can change the weather from BFME, wonder if it works...
  23. For rain, you already have it in-game and you just need to make this xml <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <Weather id="Weather"> <Snow SnowTexture="FXRainDrop" SnowFrequencyScaleX="0" SnowFrequencyScaleY="0" SnowAmplitude="0" SnowPointSize="1" SnowMaxPointSize="120" SnowMinPointSize="60" SnowQuadSize="8" SnowBoxHeight="300" SnowSpacing="12" SnowSpeed="100" NumberTiles="4" SnowPointSprites="False" SnowEnabled="False" IsSnowing="False"> <SnowXYSpeed x="0" y="0" /> </Snow> <Rain RainTexture="FXRainDrop" NumRaindropsPerBox="1024" RainBoxWidth="1000" RainBoxLength="1000" RainBoxHeight="300" MinWidth="1" MaxWidth="4" MinHeight="25" MaxHeight="100" MinSpeed="250" MaxSpeed="450" MinAlpha="0.2" MaxAlpha="0.5" WindStrength="1" IsRaining="True" /> <Lightning LightningDuration="30" LightningChance="0.1" LightningEnabled="False"> <LightningFactor Type="UNIFORM" Low="0.5" High="3" /> </Lightning> <Spell SpellDuration="200" SpellEnabled="True" /> <Cloud> <CloudTextureSize x="660" y="660" /> <CloudOffsetPerSecond x="-0.03" y="-0.02" /> </Cloud> <WeatherData id="RAINY" Sound="" HasLightning="True" /> <WeatherData id="CLOUDYRAINY" Sound="" HasLightning="True" /> <WeatherData id="SUNNY" Sound="" HasLightning="False" /> <WeatherData id="CLOUDY" Sound="" HasLightning="False" /> </Weather> </AssetDeclaration> And tell the overrides to use it For snow you need to add some texture EA removed iirc or use it with other xml You will need something like that <Weather id="Weather"> <Rain RainTexture="FXSnowFlake2" NumRaindropsPerBox="128" RainBoxWidth="1500" RainBoxLength="1500" RainBoxHeight="450" MinWidth="5" MaxWidth="12" MaxHeight="12" MinSpeed="150" MaxSpeed="250" MinAlpha="0.5" MaxAlpha="0.8" WindStrength="0" IsRaining="True" /> <Cloud> <CloudTextureSize x="660" y="660" /> <CloudOffsetPerSecond x="-0.03" y="-0.02" /> </Cloud> </Weather> But you will need texture For more complex things like sand strom or snow dusts you need to make some Particle fx (Try this guide https://www.gamereplays.org/kaneswrath/portals.php?show=page&amp;name=modding-essentials-persistent-particle-systems ) And WB will give you some issues show them fog of war without some script (Need to look wth some mapper told me to do to force them to show up >.> ) For adding objects, unless the object is already ready-to-use, you need some modding knowledge, but in case it ready to use you need to put the right files in The Art, Audio, Misc, Data/Static, or Data/Worldbuilder, folders which should be Inside your map's folder, And tell the overrides to use these files, after the complie they should be included in the map, not sure how to see them in WB though without use them via mod (it should be possible and even easy, probably have something to do with adding some lines to the WB skudf so it could load them)
  24. Egozi44

    Kanes Wrath Skirmish AI Schemas

    Work fine for me so far, what key WEd show in the error that it claim you use it twice?
  25. Know how it feel (with both cases) In regard to how lua work on xmls, when it come to gameobjects xml for example you need to add in their behavior <AI> </AI>, and inside them any kind of AI like the AIUpdate code, then you need to add the AILuaEventsList="UnitNameFunctions" code, from there it go to the scriptevents which afterward go to the lua "scripts" file I'm not expert in lua myself but I know some of the basic things, we can keep it via pm if you want (at least for some of the things you wanted to do)
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