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ztz2019

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Everything posted by ztz2019

  1. Well, I changed weaponspeed, but still fast as original, no changing, I don't know why, and I didn't change any other code. I changed weaponspeed to 20, but still as fast as before, what's wrong or maybe I misunderstood?
  2. It seems all live shell projectile are guided-missile indeed, no matter firehawk's or vertigo's bomb. It means the projectile will fly to target for a while, must from starting point to destination, not freefall. I used to check RA3's Kirov bomb, the module ProjectileUpdate isn't in tw's xsd, so how to realize freefall bomb projectile? Again, firing too early before turret turning is still unsolved, anyone can help me?
  3. Many thx to u. Do you have some ideas to realize NOD diggin APC(well I can't rememory it clearly ,just Tib Sun's nod APC or Devil tongue), TE mod seems use shock trooper's teletransport SP, but I think it may have better way.
  4. Thanks, it seems work. And there's another question. I want to change GDICommando or ZT's flying speed, the flying function seems be controled by BezierProjectile module, and I can't find how to let speed fast or slow down. I want Cmdo flys slower than it used to be. Not only slower, but also let the path like this, it is also controled by BezierProjectile.
  5. Just like I said, it's ocl wpn, not normal projectile, so no gain exp for airship.
  6. Once I faced this rather baffling problem several times, and it's rather baffling fixed without any portent. And this time I can't fix it. The code I suppose to be useful about the problem. <WeaponSlotTurret ID="3" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM" WeaponChoiceCriteria="SELECT_AT_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIMammothTankGun" /> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIMammothRangeFinder" ObjectStatus="RIDER2"/> <Weapon Ordering="SECONDARY_WEAPON" Template="MammothTankRailGun" Upgrade="Upgrade_GDIArmoryRailgunTech" /> <Weapon Ordering="TERTIARY_WEAPON" Template="GDIMammothTankRocketPods" ObjectStatus="RIDER4"/> <TurretSettings TurretTurnRate="60" TurretPitchRate="20" AllowsPitch="true" MinimumPitch="-30d"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotTurret> <AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="WWMammothFunctions"> <UnitAITargetChooserData CanPickDynamicTargets="false" SympathyRange="100.0" /> </AIUpdate> <WeaponTemplate id="MammothTankRailGun" Name="MammothTankRailGun" AttackRange="305" AcceptableAimDelta="10d" MinTargetPitch="-15d" MaxTargetPitch="15d" WeaponSpeed="1200" WeaponRecoil="15d" FireSound="Multisound:GDI_MammothTank_UpgradedCannonFireMS" FireFX="FX_RailGunFire" FireVeteranFX="FX_RailGunFireHeroic" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" ClipSize="1" ReAcquireDetailType="POST_FIRE" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" AntiMask="ANTI_GROUND" CanFireWhileMoving="true" > <ClipReloadTime MinSeconds="3s" MaxSeconds="3.4s" /> <Nuggets> <ActivateLaserNugget Lifetime="0.5s" LaserId="0" HitGroundFX="FX_RailGunHit"/> <ProjectileNugget ProjectileTemplate="MARVSonicShell" WarheadTemplate="MammothTankRailWarhead"> <VeterancyProjectiles VeterancyLevel="HEROIC" ProjectileTemplate="MARVSonicShell_Veteran"/> </ProjectileNugget> <SuppressionNugget Radius="10.0" Suppression="100" DurationSeconds="2s" /> </Nuggets> </WeaponTemplate> <WeaponTemplate id="GDIMammothRangeFinder" Name="GDIMammothRangeFinder" AcceptableAimDelta="10d" AttackRange="300" LeechRangeWeapon="true" MinTargetPitch="-15d" MaxTargetPitch="15d" WeaponSpeed="1000" WeaponRecoil="0d" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" CanFireWhileMoving="true" ClipSize="1" ReAcquireDetailType="PER_CLIP" ShotsPerBarrel="1" DisableScatterForTargetsOnWall="true" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" AntiMask="ANTI_GROUND"> <PreAttackDelay MinSeconds="9999s" MaxSeconds="9999s" /> <ClipReloadTime MinSeconds="9999s" MaxSeconds="9999s" /> <Nuggets> <DamageNugget Damage="1" Radius="0.0" DamageType="GUN" DeathType="NORMAL"> <DamageScalarDetails Scalar= "1%"> <Filter Rule="ALL"/> </DamageScalarDetails> </DamageNugget> </Nuggets> </WeaponTemplate>
  7. No, I mean it can't really freefall like Kirovbomb, if the unit leave from destinated target, the bomb will still point to original target location, not ariship's below, no matter scatterradius or other. Only BezierProjectile for projectile obj, and it always moves along path from starting point to last destination. <WeaponTemplate id="MutantAirShipBomb" Name="MutantAirShipBomb" AttackRange="1" WeaponSpeed="80" AcceptableAimDelta="180d" LeechRangeWeapon="true" ScatterRadius = "1.0"// just like Firehawk HitPercentage="0%" MeleeWeapon="true" ChaseWeapon="true" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" DisableScatterForTargetsOnWall="true" CanFireWhileMoving="true" ClipSize="1" FireSound="NOD_VertigoDropBomb" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" AntiMask="ANTI_GROUND ANTI_STRUCTURE"> <BezierProjectile id="ModuleTag_BezierProjectileBehavior" FirstHeightMin="0" FirstHeightMax="0" SecondHeightMin="0" SecondHeightMax="0" FirstPercentIndent="33" SecondPercentIndent="66" OrientToFlightPath="false"// original Firehawkbombprojectile is true, but neither is effective DetonateCallsKill="true" GroundHitFX=""/> The projectile just use Firehawkbombprojectile, and you can see it's still guided missile indeed.
  8. Well, I've added RotatingTurret="true" to wpn code yet, but no use, then I deleted it to try. It seems that it's really game's self bug and no true perfect way to solve.
  9. Happy Chinese New Year for everyone first!!! Once I tried to change the JC_CNC3EP1_ShellRemix to my new music, but always failed, no matter .wav or .mp3 So anyone could share mod source code and mp3 file since I could build it to a completed mod on my PC? By the way, eggozi44 said w3x plugin for new version max is released, but I can't find the post link, so anyone could paste the forum link?
  10. I hate China Telecom's net, now I can't reply any word on moddb, so apologize to all my friends.
  11. I'm busy on self business these days, and I find the news that forum will close soon. Could anyone tell me where to go later?
  12. Delete some of your new add on shader .fxo, and it will work. Some shaders may influence the decal displaying.
  13. It's usually giving upgrade to Meta Game's Strike Force Teams by WorldMapArmoryUpgradesAllowed, and it works well if the upgrade is from original game. However, it doesn't work if upgrade is self_maded. And I tried to set both two upgrades(original and self_made) can set status change, it still no work. For example, in Meta Game the SFT is gained upgrade by WorldMapArmoryUpgradesAllowed, I set WorldMapArmoryUpgradesAllowed="Upgrade_GDICompositeArmor Upgrade_GDIAPAmmo", the GDI Rifleman will gains armor and weapon upgrade well, but if I set WorldMapArmoryUpgradesAllowed="Upgrade_GDISelfMadeArmor Upgrade_GDIAPAmmo">, GDI Rifleman doesn't gain armor upgrade. And I set code like this, to let it appears like gain self_made upgrade in MetaGame, but actually gain original upgrade, and still gain self_made upgrade in normal game so that displayupgrade cameo could works well. WorldMapArmoryUpgradesAllowed="Upgrade_GDICompositeArmor Upgrade_GDIAPAmmo" <ArmorUpgrade id="ModuleTag_NewArmorUpgrade" Permanent="true" ArmorSetFlag="PLAYER_UPGRADE"> <TriggeredBy>Upgrade_GDISelfMadeArmor</TriggeredBy> </ArmorUpgrade> <ArmorUpgrade id="ModuleTag_NewArmorUpgradeForMeta" Permanent="true" ArmorSetFlag="PLAYER_UPGRADE"> <TriggeredBy>Upgrade_GDICompositeArmor</TriggeredBy> </ArmorUpgrade> But still no works in MetaGame.
  14. But I can't find out any clue in NODAirsupport's xml
  15. My new aircraft can't get support airpad in MetaGame. How does the MetaGame's judge? I add RELOAD_AIRCRAFT to the unit, but it still have no effect.
  16. Since 24 cities under unrest or 10 MetaTower is so easy to reach, I want change the requirement about MetaGame's winning. And 5 PlanetAssaultCarrier is invincible in automatic judging, I also want to change but can't find code in xml.
  17. Why the size is just 1kb? This never happened before by using 1.07 or 1.06 And there are more files created. I'm just doing like before, is it need more to do?
  18. I only found Script="SCRIPT:GDI/NOD/Alien_META_Objective_x" in metagamemap's overrides.xml, but where's SCRIPT:GDI/NOD/Alien_META_Objective_x? I can't find it in script editor by Worldbuilder.
  19. Now I've add new cities for MetaGame(please ignore the red color since I've corrected it), so it's necessary to change requirement of winning.
  20. Thanks very much, I'll try it in metamod. It seems you're expert in modding so do you interested in debugging my demo mod?The mutant mod sometimes crashes when many units in melee battle but I can't find where's the error, so I need an adept in disassembling to check out the bug. Well, LOADED is no effect for the transport vehicle. I'm trying EvaluateCondition
  21. Just like Ra3 IFV, or KW Epic but could exit. And when exit, remove upgrade. No need distinguish every kind of passengers with different upagrade, just 1 upgrade is enough. I tried to add UpgradeContainerOnContain in HordeGarrisonContain, could pass compiling but no use in game.
  22. Hi, Mjjstral. Thanks for earlier help about LUA Event. However, I'm trapped in new problem now. GARRISONED is effective on buildings when infantry enters in, and INSIDE_GARRISON is for infantry when garrison in structures, so how is the model tag of the vehicle which is entered by infantry? I tried and found GARRISONED is no use for vehicle. Or vehicle entered by passenger isn't related to the status named "garrison" ?
  23. As I thought, why not just consult RA3's twin blade helicopter? <CreateObjectDie id="ModuleTag_CreateObjectDie" CreationList="SUAntiGroundAircraft_Die_OCL"> <DieMuxData DeathTypes="ALL" ExemptStatus="PARKED_AT_AIRFIELD"/> </CreateObjectDie> <CreateObjectDie id="ModuleTag_CreateObjectDieAtAirfield" CreationList="SUAntiGroundAircraft_Collapse_OCL"> <DieMuxData DeathTypes="ALL" RequiredStatus="PARKED_AT_AIRFIELD"/> </CreateObjectDie> <DestroyDie id="ModuleTag_Die"> <DieMuxData DeathTypes="ALL" /> </DestroyDie> <ObjectCreationList id="SUAntiGroundAircraft_Collapse_OCL"> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="LIKE_EXISTING INHERIT_VELOCITY SEND_IT_UP" Count="1" DispositionIntensity="100.0" VelocityScale="5.0" MinForceMagnitude="1.0" MaxForceMagnitude="2.0" MinForcePitch="90d" MaxForcePitch="75d"> <CreateObject>SovietAntiGroundAircraft_Collapse</CreateObject> </CreateObject> </ObjectCreationList> <ObjectCreationList id="SUAntiGroundAircraft_Die_OCL" Flags="CHOOSE_ONE_CREATE_NUGGET_FROM_LIST"> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="LIKE_EXISTING INHERIT_VELOCITY" Count="1" VelocityScale="5.0"> <CreateObject>SovietAntiGroundAircraft_Collapse</CreateObject> </CreateObject> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="LIKE_EXISTING INHERIT_VELOCITY" Count="1" VelocityScale="=$AIRCRAFT_DYING_VELOCITY"> <CreateObject>SovietAntiGroundAircraft_Dying</CreateObject> </CreateObject> </ObjectCreationList> It don't use old HelicopterSlowDeath, just CreateObjectDie is enough
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