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Everything posted by Prodigy
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o rly? i don't think so i'm not quite sure what you meant by color but i guess you're talking about the model textures as shown in my picture..?
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Modified units have no voices
Prodigy replied to Miki's topic in Tiberium Wars / Kane's Wrath Maps & Modding
you have to change this part of your code <AudioArrayVoice> <AudioEntry Sound="NOD_RifleMilitant_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceCreate" AudioType="voiceFullyCreated" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceGarrison" AudioType="voiceGarrison" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /> </AudioArrayVoice> into this <AudioArrayVoice> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceCreate" AudioType="voiceFullyCreated" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceGarrison" AudioType="voiceGarrison" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="Multisound:NOD_RifleMilitant_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="Multisound:NOD_RifleMilitant_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /> </AudioArrayVoice> in order to make it work. same principle goes for models that may become invisible after editing the xml. like Bibber said, just read the manual. -
KW Simple Mod Test Failing
Prodigy replied to Shrike60's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Exactly- 17 replies
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KW Simple Mod Test Failing
Prodigy replied to Shrike60's topic in Tiberium Wars / Kane's Wrath Maps & Modding
If you're talking about missions in the campaign, it will not work. Mission Maps are pre-compiled mod maps. Your changes will have no effect if the same unit/building is also modded on the mission map.- 17 replies
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KW Simple Mod Test Failing
Prodigy replied to Shrike60's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Check the prefix of the w3x file in the model conditions of the Unit. It should be something like "w3dcontainer:modelname_skn" or so, i'm not sure right now. If it doesn't exist, add it.- 17 replies
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KW Simple Mod Test Failing
Prodigy replied to Shrike60's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You should just Upload your Mod's xml files so we can see whats wrong.- 17 replies
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Black Friday giveaway of the year: the original KW xml pack!
Prodigy replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
wtf? what version of wrathed are you using? i dont know any wrathed version supporting defines, xinclude & inheritfrom so far. -
How to include some specific xml's with wrathed?
Prodigy replied to Mjjstral's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Wrathed won't compile any AI data as long as you don't have the definition files for the AIs xml. I'm sure you noticed that WEd also doesn't show up any of the AI xml files through opening the skudef file. -
Being Bored on Harvester's pathfinding AI
Prodigy replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Maybe by comparing the codes.... -
MOD request (I will be terribly thankful if you can do it-won't take long!)
Prodigy replied to djambalaz's topic in Tiberium Wars / Kane's Wrath Maps & Modding
lol -
Scorpion Tanks weapons (Solved)
Prodigy replied to maaz88's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Why not just increase the firepower of the weapons? -
Tiberian Sun Campaign Recreation
Prodigy replied to Zion's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The campaign is completely xml based, theres no need to replace anything. Creating the raw maps would be the best thing to do first. Next step would be creating a mod with all required assets and video files... Then fire up the worldbuilder with the created mod to complete the maps.. Last thing left is to adjust the campaign, mission & tow templates and thats it. -
Tiberian Sun Campaign Recreation
Prodigy replied to Zion's topic in Tiberium Wars / Kane's Wrath Maps & Modding
do as you wish and try it. good luck. -
Tiberian Sun Campaign Recreation
Prodigy replied to Zion's topic in Tiberium Wars / Kane's Wrath Maps & Modding
That will require a lot more than just recreating the maps and using TE as base. do you have experience in modding & worldbuilder? -
How to combine gamedata.ini in Wrathed?
Prodigy replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
lol -
tweaking defenses n stuff
Prodigy replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
i dont see the point in using a different upgrade template. don't you trigger the heroic status by experience like the units do? -
tweaking defenses n stuff
Prodigy replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
it is possible but it won't work actually if this part of code is missing inside the structure's GameObject file. <AutoHealBehavior id="Upgrade_HeroicHeal" StartHealingDelay="1s" HealingAmount="10" HealingDelay=".5s"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </AutoHealBehavior> as for the engineer... you can create a new engineer by copying and renaming, but you'll have to change the "engineercontain" stuff inside of every single structure/husk to make it possibly enter/not enter it. <EngineerContain xmlns="uri:ea.com:eala:asset" id="ModuleTag_EngineerContain" NameOfVoiceToUseForFriendlyEnter="VoiceEngineerRepair" NameOfVoiceToUseForHostileEnter="VoiceCaptureBuilding" EvaEventForRepair="BuildingRepaired" EvaEventForCapture="EnemyBuildingCaptured" FXForRepair="FX_Building_Repaired" FXForCapture="FX_Building_Captured" FXForCaptureAndReplace="FX_Building_Captured" ImmediatelyEnabled="true"> <CanEnterFilter Rule="NONE"> <IncludeThing>GDIEngineer</IncludeThing> <IncludeThing>NODSaboteur</IncludeThing> <IncludeThing>AlienAssimilator</IncludeThing> <IncludeThing>SteelTalonsCombatEngineer</IncludeThing> <IncludeThing>ZOCOMEngineer</IncludeThing> <IncludeThing>BlackHandSaboteur</IncludeThing> <IncludeThing>MarkedOfKaneSaboteur</IncludeThing> <IncludeThing>Traveler59Assimilator</IncludeThing> <IncludeThing>Your New Engineer</IncludeThing> </CanEnterFilter> </EngineerContain> -
How to combine gamedata.ini in Wrathed?
Prodigy replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
iirc it's Misc/Data/ini <--- for ini files Misc/Data/scripts <--- for LUA If i'm wrong someone correct me please, i'm not sure since i am not able to work on my mod atm. -
Bones lose their attachment once converted into editable mesh
Prodigy replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
wtf did you do to me!? D: -
cant create .big file only .babproj
Prodigy replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Also you Need to use wrathed to get the xml files for kanes wrath, you should not just use xml files from tiberium wars sdk (cnc3xml folder). -
cant create .big file only .babproj
Prodigy replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Are you trying to compile a kanes wrath mod with the ealamodstudio? -
More growth stimulator income
Prodigy replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
i guess he's talking about the money income since he calls it growth stimulator and not sporepod/growth accelerator reaper17's growth stimulator has the autodepositupgrade like tibspikes. normally it generates 15 every 5 secs, he wants it to generate more money on a blue field. -
Can't get Starcraft II terrain textures into C&C3 Worldbuilder
Prodigy replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It works for me as well with uncompressed tga D: -
Is it about time zombies should be put in a C&C game?
Prodigy replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
D: don't you ever dare to touch the mastermind/prodigy and change it, i will find you! -
Can't get Starcraft II terrain textures into C&C3 Worldbuilder
Prodigy replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
D:
