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ztz2019

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Everything posted by ztz2019

  1. Why my DIY weapon can't kill garrison unit when DamageContainedNugget is already written in. It's coming out both in TW modding. IN KW it seems cut off the DamageAndSpawnNugget function, so how to realize it again in simple way? I know by setting weapon's DeathType and unit's FireWeaponWhenDead or CreateObjectDie could also has same effect, but it's too complex and meaningless to remake all infantry units just for spawning viceroid. Is anyone tried to reproduce Yuri's Revenge Brute? I'm trapped in building a effective melee weapon, since it's expressed by squad.
  2. The mine fires a missile like V4 in ra3 but bezier path is straight to sky, and the missile fire a son projectle to destination obj, with hidding the missile self by anim or set modelcondition, then the missile dies. Just my junior opinion.
  3. I wanna build a new structure and need the model asset of EMP control center. And I don't know how to invoke wbdata.big's asset in my mod. If I don't do anything on including asset or declaring function into the xml, it shows nothing in game what should have shown anim and model about EMP control center. It seems because wbdata.big's asset is external thing to staticstream.big, so how to merge wbdata's asset in my mod?
  4. Thanks, later I'll try.
  5. And I need to know how harvester AI don't circling in standing position.
  6. You'd better set all subobject show, and use LUA to hide them in the game. Don't set the subobject hide in 3dsmax's w3x setting. It seems if subobject is too many it will cause showing bug. And in my opionion. I'm really tired of putting too many subobject in one w3x file. I often make independent model of the sub_turret, and make another scriptdraw for the turret in xml.
  7. I scanned moddb and found One Vision mod seems achieved Avatar and other laser cannon unit's beam could show housecolor. How to do it?
  8. If entity projectile I could set <Colors UseHouseColor="true"> in FXParticleSystemTemplate, what do you mean about "always showing the house color of the last rendered game object" ? Is it means the HC beam always exist permanently or inherit last round game's HC? And still, anyway to fix the pathfinding bug about multi harvesters circling around?
  9. I checked the code of BH harvester between KW and 1.04mod but can't find different, what may caused the AI pathfinding bug of calfing round and round at the standing position?
  10. I can always find harvester circling round and round and round at the standing position if there're some obstacles on the path to refinery, and it seems in Egozi44's 1.02+ patch mod it happens much less than before. So how to reduce the risk about Harvester circling bug? What should I do? It's in KW modding.
  11. MARV and watchtower seems can't pitch downward like TW
  12. No, a really few of unit and structure is extracted from Forgotten mod and already admitted by Blbpaws and Commiedog, but this Epic is made just like Baneblade style from WH40K and Soviet T-35 from reality all by myself. If totally like Baneblade I'm afraid of trapped in copyright issue so I build it like this----------though I know a ZH mod called OperationFirestorm already done it. And what about Harvester AI? Do you have an idea?
  13. I just build a vehicle like Soviet T-35 Tank because I don't want to be involved in copyright issue. Do you know how 1.04 fix the AI about Harvester? And any way to debug KW mod or ? There's no error reported when I'm compiling, and log seems no exception but a few minutes later the game crashes, I don't and can't figure out where's the error. Call: "D:\Electronic Arts\KW\cnc3kw_wrathed\Tools\WrathEd.exe" -gameDefinition:"Kane's Wrath" -compile:"D:\Electronic Arts\KW\cnc3kw_wrathed\Mods\MutantTestMOD\Data\Static.xml" -art:"..\Art" -audio:"..\Audio" -out:"D:\Electronic Arts\KW\cnc3kw_wrathed\Compilation\Mods\MutantTestMOD\Data" -version:"_mod" -bps:"static_common_2.manifest,D:\Electronic Arts\KW\cnc3kw_wrathed\Game Files\Manifest\static_common_2.manifest" -lowlod:"static_mod.manifest" -------------------------------------------------------------------------------------------------------------------------------- [13:12:41.2299429] WrathEd exiting...
  14. I've already noticed and said it's fixed in1.02+, but I want know how.
  15. Just like Tib Essence MOD or TW 1.00, seems I once asked and achived long time ago but now I can't find the code.
  16. I set id="Command_GDIDigInTrigger" Options="NEED_TARGET_POS"> but no use, and then I change SpecialPowerInfantryDigInTrigger's TargetType="LOCATION", still no use. Could you explain it more detailed? I recall it's not very complex, why I can't achieve it?
  17. Thanks, and I want to make a bunker building that could replace self, but how to avoid when replaced to a new building, the passengers will be removed? Other problem is still don't know in KW modding how to set include path about WBData asset, if no include the Wrathed will report asset missing, so now I could just extract the asset from WBData.big and remerge as a new model and sound then compile them.
  18. Trying to graft Cnclab's MutantConYard and MCV to KW, and MCV deployed to ConYard is all right, but MCV out of factory and Conyard packed to MCV have animation bugs. When out of factory MCV ought to have extended to bigger size, and if Conyard packed to MCV would animating once backwards just as MCV deploying to Conyard. But both these two anim don't demonstrate. And deploying anim is all right. This is my source code and art file, and there's CommieDog's original Forgottenmod code to compare. Anyone could help me fix the bug? https://yunpan.cn/c6RsE6RhRw3pJ accesscode:7074 or http://www113.zippyshare.com/v/Q5iHlXDO/file.html
  19. So how to compile WBData gameobject in mod? Anyone could answer?
  20. Now I tried to modify ElectromagneticPulseControlCenter and CivBunker, but the model and code asset is in WBData.big, and if I wanna compile the gameobject code without include the w3x asset, it will nothing in game. So how's the path set in the includes part? I tried to search the Mod SDK and WB FAQ but nothing understand. 20. How can I load my mod into WorldBuilder? Edit the file CNC3_wb_1.0.cfg (or the latest version) and add the line "try-add-config" where is the full path to the .skudef file of your mod. It’s highly recommended if you place your mod BIG file in the main C&C3 game directory where the full path of the .skudef file of your mod will be just that file name. C&C3 WorldBuilder will read your mod and allow you to place new material on maps. There is no C&C3 Worldbuilder Mod SDK available even though WBData.big was installed into C&C3, but the RA3 WB mod SDK did have one and the RA3WBData.big was separated from the game installation. This method might also work with KW WorldBuilder via WrathEd.
  21. ztz2019

    Anti-air obelisk

    Don't use Primary or Secondary, build new WeaponSlotID and set the new AA laser as primary, then add InterleavedStyle="INTERLEAVE_RANDOM" WeaponChoiceCriteria="PREFER_MOST_DAMAGE" to the new ID weapon.
  22. There seems no way to get code from a TW mod, the data is encrypted and you can't decrypt in a simple way. The only way to "change" some of the data is extracting game model asset by asset extractor, and build a new unit looks like what you want to change. To change KW data you can use Bibber and Megumi's Wrathed, and all the above isn't simple to change just like YR or ZH. You'd better check the sticky post to learn how to use TW SDK or Wrathed.
  23. Once I saw the shader source code on moddb but I can't find them anymore. The code contained ObjectsNOD.fx and GDI.fx that modder could build selfmade fx in game. And If I want to build a new faction shader for KW, what to do?
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