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Everything posted by Prodigy
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Come and meet the modding crew + admin of CNCNZ.com
Prodigy replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
leak -
Here's a giant avatar
Prodigy replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
yeah i know that but i thought there might be some new animations. -
Here's a giant avatar
Prodigy replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thats kinda interesting but i dont see any differences between the animations. -
Wrath ED KW any way to make AI build our custom unit/buildings ?
Prodigy replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Without definitions to edit AI theres no chance of adding your units & structures to the AI.. -
Can KW WB supports modes?
Prodigy replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
now you take the 2nd one (E27A8370) and convert it from hex to dec and you'll get "3799679856", thats the one you need. the stringhashes.xml should be compiled automatically if its in the Data folder (next to Static.xml), otherwise you need to change the batch file for compiling the stringhashes.xml separately without putting it into your mod's BIG file. -
Can KW WB supports modes?
Prodigy replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
it goes like this: <StringAndHash Hash="2182905846" <---- Hash value of "GDIBulldog" Text="GDIBulldog" /> <---- Name of Unit/Structure/etc. after adding this to the stringhashes.xml you'll be able to save the unit in WB -
these are the tiberium types i use in my mod.
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Come and meet the modding crew + admin of CNCNZ.com
Prodigy replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
And what about your 93 other nick names? =D Edit: @egozi actually bibbers name is based on something else. Don't know if he will tell. -
Come and meet the modding crew + admin of CNCNZ.com
Prodigy replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
No. Just no. -
Come and meet the modding crew + admin of CNCNZ.com
Prodigy replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
"Schwör!" -
Requesting C&C4 road textures and ambient sound files
Prodigy replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
iirc there were assets for a red light district. maybe that naked one was supposed to be the model for the districts girls... -
Come and meet the modding crew + admin of CNCNZ.com
Prodigy replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
you forgot about bibber. -
Help to load maps in mod
Prodigy replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
did you apply the 2gb+ patch? -
WrathEd 2 beta
Prodigy replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
confirmed. -
Allies and HC issues
Prodigy replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Indeed, thats possible. But if the collisionbox is missing it won't work codewise. -
Issues with wrathedlauncher
Prodigy replied to Ravendark's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I guess it's not their fault if people re-upload every random version ever available of wrathed. Also megumi is working on WEd2 so why should they care about a stable version of wed1.7 or 1.8? Atm nearly everything is possible with the available versions, i did not encounter any really disturbing errors or bugs so far. Lets just be thankful that KW modding is even possible. Peace, i'm out. -
Getting Started with the C&C 3 Worldbuilder
Prodigy replied to Sonic's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You don't have to Name them, you can select the player_start stuff from the dropdown menu in the options window. -
Getting Started with the C&C 3 Worldbuilder
Prodigy replied to Sonic's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It seems that you forgot about adding player start positions. Add waypoints and change them into player1_start, player2_start etc... -
Production and Pillage (module questions)
Prodigy replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yes it is already in the Game. -
Yuri's Revenge Boris airstrike (idea storm)
Prodigy replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
now that is nice! -
Changing unit values in KW
Prodigy replied to davdav's topic in Tiberium Wars / Kane's Wrath Maps & Modding
well, as long as he just wants to change the basic stuff like buildcost and buildtime it shouldn't be a problem starting with KW. @davdav you have to open the 1.2.skudef file inside of your KW install directory with wrathed (Open Skudef), select static and you can see all xml files of the game. you can change the filter to "GameObject", that way you can see gameobject.xml files only. those are the files where everything you need is located (buildcost, buildtime etc) copy the content of a xml file viewed in WrathEd, create new xml file, paste it, edit it & save it. check the sample mod to compare file structure.. -
and how about now?
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Changing unit values in KW
Prodigy replied to davdav's topic in Tiberium Wars / Kane's Wrath Maps & Modding
you should check the documentation folder inside the wrathed package. -
They won't even be compiled without the definitions though.
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Skirmish AI > Personalities > (example) AlienDefensive.xml search for this line: <ResourceMultiplierCheat Percentage="200%" Difficulty="BRUTAL"/> the percentage of 200 indicates the amount of gathered ressources, you need to apply the changes for every AI personality, but i'm sure its self-explaining
