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ztz2019

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Everything posted by ztz2019

  1. Err..., what do you mean? I don't seize your opinion. Eggy's problem is shield don't move together with model, but it seems no other way.
  2. ztz2019

    Faster Cloaking

    I'm confused that spectre's transparent model always later be ready than visible model when deploying to fire.
  3. I never faced this problem, I think the easy way is rotate the shield model to the bone which has animation so the mainskin and shield could move and turn around together. Btw, could you share me your part of 1.03(or 1.04) source code? I want to reform Redeemer,such as BH flamer, Enlightened turret. And I'll share my asset what you like. If you played my former tw mod you'll find the mother drone which has new shield but could move and rotating with main model skin together.
  4. And SP_AOEMndCtrl only has reloadtime, no sign of dominating time control.
  5. Please don't care the photo taken by phone. I just change this simple cmdset but caused this problem. If you can't see, the address http://s15.sinaimg.cn/large/0064qLxjgy72dWMYXfgbe&690
  6. Thanks all the above, I'll try it.
  7. I once tried and dislike 1st way, maybe 2nd is workable. Camera isn't important, I just don't know how to merge ini or lua into the .big file. Thanks, I just don't know how to merge ini or lua into the .big file.
  8. And is it possible come true the ZH china nuclear reactor's overcharge sp? When actived the reactor could produce more power with self damage and deactived it the power return to normal. The CC3 itself has the energybonus function with upgrade, selfdamage is easy by ocl unit, but how to reduce to normal energy?
  9. Cannot resort NODStealthTankRocket referenced from BlackHandStealthTank as it would lead to a game crash. Please refernce a renamed copy. Who can tell me why this happened? I just want to let mantis become MOK unit, and then give BH a stealthtank(don't ask me why BH could have stealth unit).Once I modified both mantis and stealthtank, it reported crash, so I deleted MOK mantis, but still crashes only for BH stealthtank.
  10. Thanx, I've finished it after asking. I don' t understand the vibration either. Is it possible the bigviewer can't figure the hash out so the data is null.
  11. Still about the unitabilitybutton's option. How to let the new abilitybutton affect in the UI? I tried to copy my tw mod code, and change the buttontemplatestore's name, but it doesn't work in KW. The unit's UI still no show of the button image.
  12. So what should I do if I want to add new ability button? I search the code by Wrathed big viewer, it seems just the commandbutton but no others.
  13. ztz2019

    Kane's Wrath beta footage

    So, is way to get the original 3dsmax asset of the model?
  14. I suppose like this: 1st,let all weapon normal status as Upgrade_Weapon_01, and specialpowerweapon is Upgrade_Weapon_02 <WeaponSlotHardpoint ID="1" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODAvatarLaser" Upgrade="Upgrade_Weapon_01"/> </WeaponSlotHardpoint> <WeaponSlotHardpoint ID="3" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODObeliskAvatarLaser1" Upgrade="Upgrade_Weapon_01" ObjectStatus="WEAPON_UPGRADED_02"/> </WeaponSlotHardpoint> <WeaponSlotHardpoint ID="4" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODObeliskAvatarLaser2" Upgrade="Upgrade_Weapon_01" ObjectStatus="WEAPON_UPGRADED_02"/> </WeaponSlotHardpoint> <WeaponSlotHardpoint ID="7" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="TERTIARY_WEAPON" Template="NODBeamSaber" Upgrade="Upgrade_Weapon_02" ObjectStatus="RIDER2"/> ; </WeaponSlotHardpoint> Then, the 1st specialpower----SpecialPower_RushAttack will give unit an attributemodifier that set status to RIDER2 which let unit won't use the specialweapon in normal <SpecialPower id="ModuleTag_RushAttack" SpecialPowerTemplate="SpecialPower_PurifierRushAttack" UpdateModuleStartsAttack="false" AttributeModifier="AttributeModifier_RushAttack" AttributeModifierAffectsSelf="true" AttributeModifierRange="1"/> <AttributeModifier id="AttributeModifier_RushAttack" Category="NONE" Duration="15s" ObjectStatusToSet="RIDER2" ModelConditionsSet="USER_8"> </AttributeModifier> And use GiveOrRestoreUpgradeSpecialPower and RemoveUpgradeUpgrade Module to control the upgrade <GiveOrRestoreUpgradeSpecialPower id="ModuleTag_Give_Weapon2_SpecialPowerUpdate" SpecialPowerTemplate="SpecialPower_RushAttack";1st power UpgradeToGive="Upgrade_Weapon_02"/> <GiveOrRestoreUpgradeSpecialPower id="ModuleTag_Give_Weapon2_SpecialPowerUpdate" SpecialPowerTemplate="SpecialPower_BackNormal";2nd power UpgradeToGive="Upgrade_Weapon_01"/> <RemoveUpgradeUpgrade id="ModuleTag_CommandSet_RemoveFor_01"> <TriggeredBy>Upgrade_Weapon_01</TriggeredBy> <UpgradeToRemove>Upgrade_Weapon_02</UpgradeToRemove> </RemoveUpgradeUpgrade> <RemoveUpgradeUpgrade id="ModuleTag_CommandSet_RemoveFor_02"> <TriggeredBy>Upgrade_Weapon_02</TriggeredBy> <UpgradeToRemove>Upgrade_Weapon_01</UpgradeToRemove> </RemoveUpgradeUpgrade> And now the problem is : how to let the 2nd specialpower be automatic actived after 1st specialpower time runs out?
  15. When active the specialpower the unit will regain health and after time runs out it comes normal. At the same time, when in specialpower time the unit will change weapon and then also come back to original. Like the avatar, it has already had 3 weapon, I want to make a specialpower that the avatar will use only leechweapon to hit huge_vehicle unit and original crush small unit. The specialpower has its time so when time runs out it becomes normal beamcannon weapon. And at the same time the specialpower will active avatar autohealbehavior. Once I thought it's just like RA3's japan infantry's Banzai Charge, I checked the code, the weapons are controled by WeaponChoiceCriteria="PREFER_MOST_DAMAGE" , Banzai Charge is powerful than normal rifle and the infantry has only two weapon. But avatar has three weapon and 4 more if I add the leechweapon later; it can't just copy like japan infantry, or no matter when it will just use the most powerful weapon and abandon others.
  16. I find only primary and ID=1 the target's color is available. Anyway, when I pointing at the target, the targeting laser is always up and down, how to let it stable?
  17. Well, how to remove modelcondition? In AssetTypeWeaponTemplate.xsd there's only RemoveParalyzeType. I recall last time when I add new HalfTrackDraw it caused crash.
  18. You mean no matter aim or disaim, A-10 will fly towards to former target zone, if aiming at target, will play a firing animation and OCL_weapon from target zone.
  19. So it's possible to make double-deck spawn slave units
  20. It's easy to build a target_laser, but no matter OCL specialpower or spawn slave fighter, it seems no way to totally remake boris/natasha's airstrike ability. If OCL like orcabombingrun, the problem is how to cancel the strike when you disaim the target before the fighter comes. If spawn slave fighter like assaultplanetcarrier, the slave fighter always wonder around you, no matter how I build new model, no way to let them far and high enough out of vision on the map. Maybe a possible way is double-deck spawn, build a carrier unit whose geometry height very high to out of map sight, and let it be Commando's spawn slave, and this slave carrier also has its own slave.
  21. Have you found your A-10Strike code? http://forums.cncnz.com/topic/19151-heres-my-question-about-jumpjet-or-shadowteam/#entry222114
  22. I've already tried to add the airestrike, but it still no way to cancel bombing on target when the fighters already appear.
  23. When I tried to imitate the SpecialPower_SpotTargetBombard for Specter's new specialpower, I just paste and change like this: <SpecialPowerTemplate id="SpecialPower_NODSpotTargetBombard" xxxxxx <GameDependency> <ObjectFilter Relationship="ALLIES" Rule="NONE"> <IncludeThing>NODShadowSquad</IncludeThing> </ObjectFilter> </GameDependency> </SpecialPowerTemplate> and for Specter's own code: <SpecialPower id="ModuleTag_SpotTargetSP" SpecialPowerTemplate="SpecialPower_NODSpotTargetBombard" UpdateModuleStartsAttack="true" /> <WeaponFireSpecialAbilityUpdate SpecialWeapon="NODMobileArtilleryBombard" id="ModuleTag_SpotTargetSPUpdate" SpecialPowerTemplate="SpecialPower_NODSpotTargetBombard" xxxxxx DestealthClosestObjectMatchingFilter="true" /> <AISpecialPowerUpdate id="ModuleTag_ArtilleryBombard" CommandButtonName="SpecialPower_NODSpotTargetBombard" SpecialPowerRadius="375" SpecificUnit="NODShadow" SpecialPowerAIType="SPECIAL_POWER_SPECIFIC_UNIT" /> For testing I let GDISniperSquad could be built in HandOfNOD, and wierd thing comes. I've already change GameDependency GDISniperSquad to NODShadowSquad, but still invalid on NODShadowSquad but valid on GDISniperSquad. Then I deleted RequiredTargetObjectStatus="CAN_SPOT_FOR_BOMBARD" DisallowedTargetObjectStatus="IN_STASIS" DisallowedTargetModelStates="TRANSPORT_MOVING MOVING" three handles, when only GDISniperSquad being built the SpecialPower button of Specter's NODSpotTargetBombard is invalid as expect. When I build the ShadowSquad, the SpecialPower button is activated and could work well as Juggernaught's SpotTargetBombard, but the GDISniperSquad even other squad unit also have the affective SpecialPower mark circle and could active the SpotTargetBombard SpecialPower. .xsd seems no relationship among the SP. So how could the SpecialPower work correctly?
  24. OK, thanks. I once add SNIPER but no use. However I paste your kindof code and let SP just like Stygs's filter set, and it works.
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