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Everything posted by Ravendark
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Infantry Stealth Upgrade
Ravendark replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Just did a quick test of it and it works...used the commando as unit and tried the following: <GrantUpgradeCreate id="ModuleTag_GrantUpgradeCreate" UpgradeToGrant="Upgrade_GivestealthtoCommando" /> <InvisibilityUpdate id="ModuleTag_Invisibility002" UpdatePeriod="0.5s"> <InvisibilityNugget /> <RequiresUpgrade>Upgrade_GivestealthtoCommando</RequiresUpgrade> </InvisibilityUpdate> <StealthUpgrade id="ModuleTag_InvisibilityTrigger002"> <TriggeredBy>Upgrade_GivestealthtoCommando</TriggeredBy> </StealthUpgrade> and the upgrade <UpgradeTemplate id="Upgrade_GivestealthtoCommando" Type="OBJECT" > </UpgradeTemplate> No idea what the problem could be. i use the grant on create to save time making a upgrade+button but i would be suprised that makes the difference. If i have some more time tomorow i might try a player upgrade instead of a object one to see if that makes the difference. I also gave the module ID's a unique name because i thought it was conflicting with the inherit ones from the base object..but in hindsight only vehicles inherit the stealthfield upgrade and not infantry so i doubt that is the problem aswell. Either way stealthing infantry by upgrade works for me, only thing i can think of is something with the upgrade? Edit: even copy pasted your stealthmodule coding into mine and it works. -
Any simple way to make Jarmen Kell or Natasha's pilot-killer?
Ravendark replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
There is also a stealunit module, you might want to fiddle with, it works based of the attach update..so you might want to try to spawn a dummy from a weapon ocl that has the stealunit module and set it to attach to nearest vehicle. -
Building that grants cash bounty
Ravendark replied to Burner's topic in Generals / Zero Hour Maps & Modding
Try Behavior = GrantScienceUpgrade ModuleTag_autoupgrade01 GrantScience = SCIENCE_AutoCashBounty TriggeredBy = Upgrade_AutoCashBounty End Science SCIENCE_AutoCashBounty PrerequisiteSciences = none SciencePurchasePointCost = 0 /** might have to set this to 1, trial and error**/ IsGrantable = No /** might have to set this to Yes, trial and error**/ End Upgrade Upgrade_AutoCashBounty Type = PLAYER End Behavior = GrantUpgradeCreate ModuleTag_freeUpgrade UpgradeToGrant = Upgrade_AutoCashBounty ExemptStatus = UNDER_CONSTRUCTION End SpecialPower SpecialAbilityAutoCashBounty1 Enum = SPECIAL_CASH_BOUNTY RequiredScience = SCIENCE_AutoCashBounty PublicTimer = No End Behavior = CashBountyPower ModuleTag_FreeCashbounty SpecialPowerTemplate = SpecialAbilityAutoCashBounty1 Bounty = 20% End Been ages since i modded gen/ZH so this needs testing. -
Any simple way to make Jarmen Kell or Natasha's pilot-killer?
Ravendark replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
TibCrystal Meth all the way for that viceroid inducing trip! Ra3 natasha uses the paralyses nugget in her weapon that has a UNMANNED paralysis type ...tw/kw doesn't have that condition as i assume it is hard coded in RA3 to remove the pilot/set ownership. In TW you could modify the basevehicle and inherit the other vehicles to achieve your effect. At first glance i can't think of a quick and easy way of achieving the vehicle snipe. The jarmen kell Kill_pilot damagetype nor the unmanned paralysis option don't exist in tw/kw. -
Infantry Stealth Upgrade
Ravendark replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The draws aren't needed unless you add a stealth draw like the stealth tank's mesh. Everything that has empty "' can be left out because they are not required, anything you leave out will also revert to default settings. Basicly styggs coding should work...the only thing i can hint at is...you misspelled camouflage in your upgrades...i would check if that is a consistent misspelling or just in this module...either way i would double check the upgrades..also try with starts active instead of a upgrade system to see if that works! You might also add a ReinvisibilityDelay="#s" to your object's parameters..not sure if that is required tho. -
Are you just looking in the game installation folder or did you open the .big file that contains all the ini files?
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How to combine gamedata.ini in Wrathed?
Ravendark replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It is better to always work of your map settings, if you want to have alot of zoom and pan, set a high limit to those in your map, then decide the range in your gamedata.ini, just make sure it is within your maps limit...else you get weird results. Mjjstral's scripts work, but if your map isn't designed to handle the ranges it will still look ****ty as ****. It is like to trying to paint on a to small canvas. The health bar scaling is most obvious with large pan angles..i would advice against using those enless you really want to get a 3th person view of units. And yes Seven, those should be the correct paths inside wratheds /source/folder...iirc. -
How to combine gamedata.ini in Wrathed?
Ravendark replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
No point changing camera in gamedata, it is 99% depended on the map itself, you need set the camera distance and angles in worlbuilder as you create the map. Have you tried removing the upgrade that triggers the power bonus? Also if that doesn't work : 1)Use a replaceself module like the mcv to switch between similar buildings with different power outputs..replaceself should preserve damage levels aswell. 2) Let your ability spawn a dummy with a power output, then when you "toggle" it off have that ability kill the dummy. -
Command & Conquer 5 Mod
Ravendark replied to GEN.ZOOL's topic in Tiberium Wars / Kane's Wrath Maps & Modding
1) For new abilities: https://cncguild.net/item-146?addview 2) Explain what you want to achieve 3)No idea- 2 replies
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reckoner VALID_TARGET_FOR_C4
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Like Lauren says, you don't need it to be a structure, it just needs to have the kindof. The only issue i could think of is that the reckoner becomes targetable both in vehicle AND in bunker mode. Also those use modelconditionstates and object status....VALID_TARGET_FOR_C4 is a KINDOF....fruits, vegetables and meat...all different categories. -
Have you patched your game exe to work with extended memory on x64 systems? IF not backup your exe then run this program on the exe http://www.ntcore.com/4gb_patch.php or if you are familiar with modifying the file header manually you can enable it to use more then 2gb.
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reckoner VALID_TARGET_FOR_C4
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
And the problem is? -
Now I'm trying Wrathed and had problem yet.
Ravendark replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You use this to set up the button and image <ButtonSingleStateData id="ButtonStateAbilityReturnToRefinery"> <State Image="Button_AbilityReturnToBase" Title="NAME:AbilityReturnToRefinery" Description="DESC:AbilityReturnToRefinery" /> </ButtonSingleStateData> and this for the actual unitabilitybutton <UnitAbilityButtonTemplate id="ButtonReturnToRefinery" LogicCommand="Command_HarvesterReturnToRefinery"> <Data> <SpecialPower StateData="ButtonStateAbilityReturnToRefinery" /> </Data> </UnitAbilityButtonTemplate> I do have issues getting the playerpowerbuttons to work tho, specially the none targeted ones....which could be user error on my end. But ages ago on the official forums i had a short back-and-forth about playerpowerbuttons with lauren and iirc there were some errors in the schematics regarding missing pieces and other parts having attribute=true where they shouldn't have...but again capital IF I REMEMBER CORRECTLY...because this was a long time ago on the old forums, might have been a different topic about the attribute=true thing. For example what i don't get: this is the playerpowerbutton for the vibration scan: <PlayerPowerButtonTemplate id="ButtonTiberiumVibrationScan" SpecialPower="SpecialPower_TiberiumVibrationScan"> <Data /> </PlayerPowerButtonTemplate> and the button state for it: <ButtonSingleStateData id="ButtonStatePlayerPowerTiberiumVibrationScan"> <State Image="Button_PlayerPowerTiberiumVibrationScan" Title="NAME:PlayerPowerTiberiumVibrationScan" Description="DESC:PlayerPowerTiberiumVibrationScan" TypeDescription="TYPE:PlayerPowerTiberiumVibrationScan" /> </ButtonSingleStateData> if you compare it to the unitability one you can see how the button state gets referenced in the abilitybutton, but for the vibration power the buttonstate doesn't get referenced...so i don't understand how those 2 ty together....i would say error in translation but this can still be me being a idot and missing something? The targeted ones have the <data><targeted/></data> setup and the button state is referenced in the <targeted/> -
Modding - ECM on Tanks and Healing From Toxin?
Ravendark replied to 2LateImDead's topic in Generals / Zero Hour Maps & Modding
Add the Chinese propaganda towers heal module to the poison field. -
Petroglyph's 8-Bit Armies / 8-Bit Hordes/ 8-Bit Invaders
Ravendark replied to HOPE1134's topic in Gaming Discussion
That is probably true, that line is heavily opinionated and leaning to my own emotional response on how i would react to my metaphors situation. I could do a "buy a car with no tires and get the tires a month later for FREE" metaphor...but enough metaphors for today. But the thing that spites me a little is ....if that is allowed, then if i consider 10$ or euros a lot "because i'm not big on resources" at the moment, i might as well pirate the game and consider paying them down the line in a few years by buying the steam version then....that is just being creative?It is not really stealing because i eventually plan on paying them? I wonder if you asked Petroglyph if you could pay 1 $ at a time thill they release the full game instead of the full price right now. Think they would go for such a "creative" compromise? All metaphors aside. I feel as consumers we are not responsible to sort or help sort a companies financial problems. We are responsible for feedback, positive and negative, and should serve as a watchdog towards false advertising. In this case the kind that aims to abuse nostalgic/emotional connections with better! older franchises. -
Petroglyph's 8-Bit Armies / 8-Bit Hordes/ 8-Bit Invaders
Ravendark replied to HOPE1134's topic in Gaming Discussion
Well since it lacks everything that would make a game great like good story, voice acting, sound design, variety, longevity, innovation....the only thing it has is a FK score which is just a sappy fanboy lure ( just like Grey Box used in grey goo), responding to feedback is the very least they could do. They scraped the bottom of the barrel....the critique is valid. They really should stop milking peoples nostalgia about early c&c titles to sell their watered down crap. I like to hate on EA just as much as the next guy, but at least they tried to move the franchise forward...failures and all. This preying on nostalgia by throwing the c&c or WW name around is just ****. It is amazing how game companies can get away with this crap. Imagine going into a restaurant that advertises like this: Cheapest fries and steak around, taste just as good as that famous restaurant down in West Wood. Then you order some steak and fries and you get a mostly empty plate with ketchup or mayo on. You call the waiter and ask: "Where are my fries, steak and salade on the side? "Oh we don't serve that to keep the price down" "So i only get a plate with a drop of ketchup and mayo?" "Not AND, just ketchup...if people like the ketchup enough we might add mayo later" "So you advertise best steak and fries just like in that WW restaurant that closed, yet you don't serve the things made famous there? How do you even justify that?" "Well some of the waiting staff used to work over at WW and the empty plate's flower design is by Frank, just like the plates over at WW" Screams a fanboy: "At least they are listening to your complains" "Well if they didn't they would have a lousy product and lousy service" Screams a fanboy: "At least they don't overcharge like that EA restaurant for bad food." "True, EA overcharges and makes you order appetizers months in advance and tries to sell you desert before your main course even arrived. And yes the steak didn't cook long enough and the salad had tomatoes when you really asked for no tomatoes and the fries are soggy. But at least you got to ****ing eat something!" Face it we would throw a ****ing riot in a restaurant or diner, but for some reason a game company gets away with this ****. -
Bones lose their attachment once converted into editable mesh
Ravendark replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
you don't create a wwskin for each bone, you add the bones to one wwskin. Then you bind the vertices to the correct bones. Changing infantry meshes can be tricky. If the existing infantry is composed out of animation only files based of a existing skeleton, then you can just export and import the base pose into 3dmax, bind your new mesh to the existing bones and export as a w3x files. The already existing animation files will just read the skeleton data and animate the mesh based on that. If the original animations are hierarchical animated files you might have redo every animation...i think. -
cut/paste and version code
Ravendark replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I am thinking the ironside model can be found in the wbdata.big as its map related, i do not have a clue what it is called tho. the gdi surveyor has ProductionQueueType="OTHER_STRUCTURE" which tells it to be build from the other_structure aka support tab. change that to ProductionQueueType="VEHICLE" and it will be build from the vehicle tab...ofc you need to add its logiccommand to the warfactory commandset aswell. Kind of depends on what you did. Might help explaining what you did step by step. Could be you forgot something or another. Did you reference the w3x file in your static.xml either directly or through another xml? -
On behave of the modding community: The lay out of your NZ flag texture isn't optimized. You do not need to draw individual stars, just draw one and lay your unwraps of the other stars on top of each other. To deal with aliasing it is a good practice to avoid diagonal lines as well. Depending on your texture resolutions that could give some real ugly effects You could probably reduce it all to a white and red line on a blue canvas, with some creative vertices manipulation you could just make the star a red/white square although that might create some minor distortion, but you won't know that unless you apply that to your flagpole model!
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cut/paste and version code
Ravendark replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I does, if you understand what you are copy/pasting and from where. Understand the difference between units and structures for example, between a tech, power or production building. As Styggs explained production buildings have the production update module which tells the engine it can build/queue things. Upgrades are a queue type thing, they are build, not spawned like a SP or something else. So upgrades need a productionupdate module present in the unit or structure. Some abilities are dependent on the unit KINDOF....hardcoded into the engine it allows that unit or structure to execute a module. For example the commando has the C4 KINDOF..this enables it to get a special explosive cursor over buildings and trigger the satchelcharge specialpower with it. Without that C4 kindof you never will get that special cursor it uses. When you know nothing Jon Snow, even the tiniest bit is to much. But if you understand what you are doing the sky is the limit..more or less. Errors happen because "beginners" change to many things to fast, and as said above copy things without understanding what they copy, what that module needs to work or how it works. Hence starting at the TW SDK is often easier/better then starting blind at the KW SDK. No because you basicly build upon the foundation of what you have aviable. For you that won't be an issue. The problem may come when you share your mod with people who have the 1.2 version. Also to be able to use your mods in KW worlbuilder you need to update your KW to 1.2 iirc...else WB will crash. you also need the latest WB version for that iirc. So depending on what you want to do with KW and modding you might need to update to 1.2. Already gave my opinion on that above. But technicaly speaking....the biggest hassle between using TW and KW assets are changes in shaders and Kw has some extra changed xml coding. Going from TW to KW is probably easer then going back when it comes to xml and art assets. On a side note: We have a expression over here that says: buying things second hand often means buying the owners problems as well. So using open source models and coding etc is good and well, you are also getting the issues that come with implementing those. If you don't know how to use those assets you are in a world of hurt. Some of those assets are really good others are literary the junk the original owner throw away, they are missing parts of code and more. If you want a good example on the amount of suffering it can take to implement a welfare model like that...have a look at Egozzi's post on this forum concerning that Mastodont monstrosity of his...I was expecting him to hang himself at one point during the process. I wouldn't recommend using anything you don't understand yourself. -
cut/paste and version code
Ravendark replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Adaptive armor is a different model/mesh, this mesh has a whole different (animated)shader. You can enable the adaptive armor on any other unit stats wise, but for the visible effect the unit model needs to have that mesh/object in its w3x file. In other words for units that don't come with the extra model you would need to create one in 3ds max for it. The same way certain stealth units how that pulsing stealth effect, its a special model created for that purpose. TW has a OFFICIAL SDK which to a large extends holds your hand by giving art examples, coding examples and documentation. KW is a COMMUNITY SDK which for the most part assumes you are familiar with the basics and gives a few examples and documentation aimed towards explaining what changed from TW > KW modding. It doesn't hold your hand nor is intended to be a beginning to end tutorialised process. If you want to learn/start to understand how modding the TW/KW sage engine works start with TW and its SDK. Not enough? You want more...you want to hit that Super Sayan 3 level of modding....you gotta dig deep and go back and compare it with Generals and Battle for middle Earth. Also KW offers very little more compared to TW from a modding standpoint..a few minor bug fixes, some extra code that you can get around with creative thinking, the only thing extra might be the global domination mode inherent to KW. Other then that...i can't think of anything. Honestly if i really wanted to change from TW to something "better" i would recommend starting to mod RA3 for the optimizations and clean up/changes to the xml based coding in the SAGE2 engine where RA3 runs off. -
Faster Cloaking
Ravendark replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
IT is basicly a mesh, so in the stealth draw use a script to hide the mesh name: <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="ATTACKING"> /** USING_WEAPON_A or PREATTACK_and etc etc or such might work better, needs some trial and error **/ <Animation AnimationName="" /> <Script> CurDrawableHideSubObject("StealthMesh") /*** no idea what it is called, you need to look that up yourself **/ </Script> </AnimationState> -
Is this how PC gaming is like in the future?
Ravendark replied to PurpleGaga27's topic in Gaming Discussion
My optical drive broke a year or 2 ago and i still haven't replaced it. I replaced everything in my pc over the last year except my optical drive...because why? i haven't used that thing in ages. A lot of people are feeling the punchline of that joke these days. Half finished games that have to dl the remaining files after launch date. The a fore mentioned bad compression. Not to mention just ****ty games and crap after sale service. I usually have a support dev's with sales mentality...but that **** has burned me several times tbh. Pc gaming dead...zocom something i think you're that homeless guy with the "the end is near" sign around your neck screaming at traffic, when you are not on the forums. There is a reason console's are throwing big money at dev/publishers for console exclusives or delaying pc release versions. In most cases when a pc version and console version are released at the same moment, the pc version is the better one....given it is not a cheap port ofc. PC gaming is definitely on the rise still...it just suffers from development throttling and bad publicity. -
Petroglyph's 8-Bit Armies / 8-Bit Hordes/ 8-Bit Invaders
Ravendark replied to HOPE1134's topic in Gaming Discussion
If petroglyph spend as much time and thought on the game, as we do on the forums here it probably would have come out a lot better then it is now. -
Secret Shrine veterancy upgrade & adding units from mods
Ravendark replied to maaz88's topic in Tiberium Wars / Kane's Wrath Maps & Modding
That is a whole different thing. Forget the above then, that won't do it.
