-
Content count
716 -
Joined
-
Last visited
Everything posted by Ravendark
-
How to save / keep object's animation after exporting with max 9 ?
Ravendark replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Are you exporting the animation as animation only or hierarchical animated? Also make sure your slider is at your frame 0 or start frame of the animation when you export it. take a screenshot of your export settings aswell. -
How to save / keep object's animation after exporting with max 9 ?
Ravendark replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
If you never used the wwskin modifier before, have a look at this: http://www.derelictstudios.net/site/killasmods/tut11.php the rest of the tutorial has some outdated stuff in it tho...specially concerning w3d...so don't focus to much on that..but the wwskin process is unchanged. -
Targeted weapon ability launched from above enemy?
Ravendark replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I kindof did this a while back during your clustermissile topic...it worked fine, but because the building (spacecommand center iirc) didnt have a launchbone it launced from the center of the structure. But if you do as lauren says, spawn a dummy and have it trigger the specialpower it wont require a launchbone, you could also make the dummy circle arround the battlefield to mimic some sort of gunship flying about thill it gets a order to shoot at things..very c130 spectre like. -
Targeted weapon ability launched from above enemy?
Ravendark replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
work of the orca sticky sensorpod ability, give it to a building that has a weaponlaunchbone verry high above it(out of camera). You can always tweak the beziercurve of the projectile dpending on what angle you want it to enter the screen. -
More growth stimulator income
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You could probably use a broadcast event and lua to trigger a upgrade when placed no/near a blue tibfield. If you use the field object itself you need to replace them in all maps because by default maps use the vanilla fields, you could use the blue tib crystals to do it tho...you can use that upgrade to trigger the deposits iirc. -
More growth stimulator income
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Also do you want the structure to generate money like a tiberium spike or increase the blue tib regrowth rate? -
More growth stimulator income
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Have you tried changing the values? <TiberiumGrowthModBehavior id="ModuleTag_TiberiumGrowth" GreenTiberiumMultiplier="1.50" BlueTiberiumMultiplier="1.50"> <DieMuxData DeathTypes="ALL" /> </TiberiumGrowthModBehavior> As the blue crystalsfields and crystals are inherits of the green, i don't think they actually are considered blue. so i am not sure the blue modifier works. -
Wrath ED KW any way to make AI build our custom unit/buildings ?
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
No not really, the AI doesn't do anything automatic. What you see as it using new units automatic is actually a result of it processing its existing ai definitions. The new unit gets build used because it is told in a existing definition. Like the budget or the general attack. Like build VEHICLE, scan for economic target, attack that target with at least x number of units depending on the dificulty of the ai and the type of ai. for example: <AIStrategicStateDefinition id="GDIOffensiveEconomyAttack" UnitUpgradeMultiplier="0.0"> <Heuristic> <PathToTargetHeuristic PathExists="true"/> <SiegeThresholdHeuristic SiegeMode="false" Threshold="1.0"/> <FocusedThresholdHeuristic/> </Heuristic> <TargetHeuristic TargetHeuristic="SafestToGroundHarvesterHeuristic" TargetType="SpreadTarget"/> <Tactic Tactic="DefenseAvoidanceAttack" TargetType="SpreadTarget"> <TeamTemplate MinUnits="6" MaxUnits="6" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/> </Tactic> </AIStrategicStateDefinition> Just because that new tank you build has the CAN_ATTACK kindof there is a chance (mostly depended on its buildcost/time) that the ai will be build for that reason. This is what you are experiencing as automatic. In truth it is just an above average cheer luck scenario. Now lets say you created a new artillery piece that you want the ai to use as artillery, and not for the most part spam as a frontline unit: <AIStrategicStateDefinition id="GDIOffensiveSiege" UnitUpgradeMultiplier="0.0"> <Heuristic> <PathToTargetHeuristic PathExists="true"/> <LateGameHeuristic/> <SiegeThresholdHeuristic SiegeMode="true" Threshold="2.0"/> </Heuristic> <TargetHeuristic TargetHeuristic="ClosestStructureHeuristic" TargetType="SiegeTarget"/> <Tactic Tactic="SimpleSiege" TargetType="SiegeTarget"> <TeamTemplate MinUnits="2" MaxUnits="2" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"> <CreateUnits UnitName="GDIJuggernaught"/> <CreateUnits UnitName="GDIJuggernaught"/> </TeamTemplate> <TeamTemplate MinUnits="6" MaxUnits="10" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/> </Tactic> </AIStrategicStateDefinition> Here you see it actually gets told what named unit to build...e.a. the juggernaught and what to put on its top of to attack list.....structures. Where the previous was basically going after harvesters. Although for combat units this might look neglectable, if you start making shield or repair units that you don't want the ai to rush forward but stay in base to defend or to follow its harvester the ai definitions are very needed. Just build and do what ever doesn't cut it then. -
Wrath ED KW any way to make AI build our custom unit/buildings ?
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
weird didn't show the new message icon...hence why i didn't notice. -
Help get the awakened a laser weapon
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You can use more then one status in the required/forbidden status sections of the laserdraws and the weapon code. Like: Only upgraded laser <Weapon Ordering="PRIMARY_WEAPON" Template="Upgraded_laser_Weapon" ObjectStatus="WEAPON_UPGRADED_01 " /> only veteran laser <Weapon Ordering="PRIMARY_WEAPON" Template="Veterancyblue_Weapon" ObjectStatus="WEAPON_UPGRADED_03 " /> upgrade + veterancy <Weapon Ordering="PRIMARY_WEAPON" Template="Upgraded_laser_and_Veterancyblue_Weapon" ObjectStatus="WEAPON_UPGRADED_01 WEAPON_UPGRADED_03 " /> where WEAPON_UPGRADED_01 is your capacitor upgrade and WEAPON_UPGRADED_03 is your veterancy weapon. then in your weapon itself you would do something like: normal laser: ForbiddenFiringObjectStatus="WEAPON_UPGRADED_01 WEAPON_UPGRADED_03" RequiredFiringObjectStatus="" <ActivateLaserNugget Lifetime="0.75s" LaserId="0"/> upgraded laser: ForbiddenFiringObjectStatus="WEAPON_UPGRADED_03" RequiredFiringObjectStatus="WEAPON_UPGRADED_01" <ActivateLaserNugget Lifetime="0.75s" LaserId="1"/> veterancy only laser: ForbiddenFiringObjectStatus="WEAPON_UPGRADED_01" RequiredFiringObjectStatus="WEAPON_UPGRADED_03" <ActivateLaserNugget Lifetime="0.75s" LaserId="2"/> both vet and upgraded laser: ForbiddenFiringObjectStatus="" RequiredFiringObjectStatus="WEAPON_UPGRADED_01 WEAPON_UPGRADED_03" <ActivateLaserNugget Lifetime="0.75s" LaserId="3"/> and you do the same for the laserdraws, do keep in mind that for each laser you need a unique laser ID and laser module(well not always needed) aswell. normal laserdraw: WeaponSlotID="1" LaserStateID="0" <ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01 WEAPON_UPGRADED_03" /> upgraded laserdraw: WeaponSlotID="1" LaserStateID="1" <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01" ForbiddenStatus="WEAPON_UPGRADED_03" /> vet laserdraw: WeaponSlotID="1" LaserStateID="2" <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_03" ForbiddenStatus="WEAPON_UPGRADED_01" /> upgraded + vet laserdraw: WeaponSlotID="1" LaserStateID="3" <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01 WEAPON_UPGRADED_03" /> + the required modules in the <behavior> section <LaserState id="ModuleTag_LaserState_normal" LaserId="0" /> <LaserState id="ModuleTag_LaserState_upgradel" LaserId="1" /> <LaserState id="ModuleTag_LaserState_vet" LaserId="2" /> <LaserState id="ModuleTag_LaserState_vet_and_normal" LaserId="3" /> you might be able to do it without the laserstate modules... something like that should work. -
Wrath ED KW any way to make AI build our custom unit/buildings ?
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The ai decides what units to build on more or less 3 criteria: 1. Map scripted teams. which is a worldbuilder based thing. 2. AI scripted teams, basically depending on the selected ai type (hard,normal,easy etc) and the selected personality (turtle, steamroller etc) there are predefined build queue's. Through these AI definitions you basicly tell the ai to build what units for what action and depending on how many funds it has and what difficulty it is then add those units to a virtual strike group and send them after a powerplant or harvester or something of those sorts. Because Kw doesn't have those definitions available like the TW SDK has it might be almost impossible to achieve this. What you can do is the following: 3. Use the existing economic logic of the ai and tune your buildcost and times to make your unit more apealing to build then existing units or: In theory (i haven't used this myself extensively yet but:) you can trigger upgrades based of the AI difficulty like easy, normal, hard and brutal. You can create different commandsets for each difficulty and have those trigger by the ai: You give the warfactory a EASY_commandset where it builds mostly light units because they are cheap and fast to build. Where as for HARD_commandset you could make that new unit cheaper or faster to build, thus it will prioritise building it. You could even remove for example the predator tank from that commandset so it won't be buildable so the ai focusses on building mammoth tanks etc etc. i think for skirmish the aviable ai upgrades are: Upgrade_EasyAIMultiPlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAIMultiPlayer I think you can add Upgrade_BrutalAIMultiPlayer and make a new upgrade for it and the ai will use it, but i am not sure. Again i haven't gotten much experiance with this myself, i know Madin knows alot more about this then me. but basicly you should be able to tune the production/commandset of the ai abit more then normal with this method. -
Make a firehawk bomb home-in/become a guided bomb
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
If you want to fiddle with it some more you can tune the following: /** 0% means it will never follow, if you set this to 50% for example it will have a 50% chance to "lock on" or miss **/ HitPercentage="0%" /** when it misses it can miss by a radius of the below value **/ ScatterRadius = "1.0" -
He would've put Trump ingame but the ingame physics engine is to old to simulate and render his hair.
-
Making infantry able to go into garrison buildings
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
yes, but if you replace the zonetrooper for example with a similar unit called zonetrooper_02 for example, remember that the game will not automaticly replace all zonetroopers with that unit....it will still use zonetroopers everywhere were the ZT id is being used before...commandsets, preloaded transports, droppoads etc etc..also existing maps and campaigns will keep using the default zonetrooper...so it might actually be more work and harder work to replace those units then to just alter the buildings. -
Making infantry able to go into garrison buildings
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yep, unlike in TW Inherits don't work yet iirc...so you can't inherit the required code from a base/reference structure. This means you will have to individually alter any structure. -
How to come true a specialpower to regain health and change weapon?
Ravendark replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You could/should try to experiment with several attributes of the specialbilityupdate, there are several options in there that can indirectly achieve what you want, the attributemodifier trigger and duration attributes might be able to achieve what you want for example -
Making infantry able to go into garrison buildings
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Remove the excluded units from the structure's <hordegarrisoncontain> module. -
Adding a model inside a KW mod
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The number of files doesn't really matter. Crashes happen because of : Invalid or broken code..anything the engine can't read if you are copying stuff from TW...some of the schematics/default designs have changed in KW..so blindly copying them might not work anymore. Same if you are importing models, some shaders have changed and the old w3x still reference those old shader settings, you might need to manually alter those. or duplicate Id's....check you haven't got 2 object xml's with the same id, or if you aren't referencing things double in your static.xml or any other xml file you use as a reference file. Also check your /documents/wrathed/logs/ log files for any info about the crashes. Most games either have dev support behind their mod sdk's or an active community. KW was hired out to another dev company and not EALA. That company never created mod support for KW. Unofficialy i heared that a while after KW released that company(can't remember the name) did reach out to the community but they got a underwelming response so they never pushed the issue for a mod sdk. Not sure how much to that rumour is true but the the issue that stands is: KW modding is unofficial....anything you can do with it atm is pure community effort. Atm maybe a handfull of people or less make it/made it possible to be able to mod KW at all, pure out of hobby and in their free time....a decade after release....Don't bite that hand that feeds you, because if it was up to EA and affiliates you wouldn't get fed at all. -
We basically have the same systems...democratic system. People vote for their representatives. The details might differ when it comes to parties, ideologies etc but the result is the same. For those European countries that still have a monarchy..its mostly powerless and serves as a cultural thing more then a ruling body. All by all it is a scam to give the people the false notion of power and control, while elections are as corrupt and rigged as possible. You are just as screwed as the rest of us. Politics..abandon all hope ye who enter here.
-
Adding a model inside a KW mod
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I would believe that if you lived in a country without google or any other search engine, and you were still a dial up modem....which would possibly take weeks at most, not years. Most of us "oldies" have been at this across numerous sites, ppm, thundermods, cnclabs, the official forums, revora and ofc cncnz etc etc. So plenty of time to join us in discussion if you been "looking for years". Ever googled worldbuilder tutorials + kanes wrath? searched for it in youtube? you find tons of **** then linked to gamereplays and even tons on youtube including protcows awseome tutorials for starting with WB. Same for starting modding in the sage engine, from bfme, to c&c3. The only reason i would believe you can't find anything on the internet is if your country was Sokovia and it got blown up by ultron and the avengers last year! -
Why don't you just except the British crown again? Judging by your current elections this independence thing isn't really working out Think about it over some tea and biscuits....you know it is the right move
-
Adding a model inside a KW mod
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
"rolls up newspaper and smacks Egozi on the nose" "Bad Egozi, don't bite the hand that feeds you, bad dog!" -
BH Purifier starts with 2 cannons
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
afaic see the blackhand avatar still has the same code left in it..so not much change there <WeaponSetUpdate id="720F4A50"> <WeaponSlotHardpoint ID="1" InterleavedStyle="INTERLEAVE_RANDOM" WeaponChoiceCriteria="PREFER_MOST_DAMAGE" AllowInterleavedFiring="True"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODAvatarLaser" Upgrade="" ObjectStatus="" IsPlayerUpgradePermanent="False" /> <Weapon Ordering="SECONDARY_WEAPON" Template="NODAvatarBeamCannonLaser" Upgrade="" ObjectStatus="WEAPON_UPGRADED_02" IsPlayerUpgradePermanent="False" /> </WeaponSlotHardpoint> <GrantUpgradeCreate id="ModuleTag_GrantUpgradelaser_2" UpgradeToGrant="Upgrade_AvatarBeamCannon" /> should enable the second laser(WEAPON_UPGRADED_02) from the start -
Adding a model inside a KW mod
Ravendark replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The .w3x files from TW mod sdk are empty they are placeholders so the compiler doesnt nag about missing files, you have to extract the actuall files from the .bigs. Normaly there isnt really a limit to how many things you can add. It is probably a error somewhere else, could be both objects had the same id, every object needs a unique id. -
You could fix the colour issues by just disabling win explorer before launching the games, then renabling it after iirc. But idd hats of to a gamecompany providing support so many years after release.
