ravage
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How do you guys mod Tiberium wars these days??
ravage replied to keithfishbiscuit's topic in Tiberium Wars / Kane's Wrath Maps & Modding
bought Win7 years ago and still using it, screw M$ -
Autohealing for my GDI Commando
ravage replied to dion12's topic in Tiberium Wars / Kane's Wrath Maps & Modding
add the following codes to your commando: <AutoHealBehavior id="ModuleTag_Heal" InitiallyActive="true" HealOnlyIfNotInCombat="false" HealOnlyIfNotUnderAttack="false" StartHealingDelay="1s" HealingAmount="10" HealingDelay=".5s"> </AutoHealBehavior>- 1 reply
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I found that if I add PreparationTime="Xs" in the SpecialAbilityUpdate section of an objection, then order it to use the ability, it will get interrupted in the middle of preparation if I pressed S to issue a Stop command. Adding "MUST_FINISH_ABILITY" in Options= doesn't seem to solve this either. Is there a way to force the object to ignore player inputs to finishing use its abilities?
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Particle-Drawing Weapon that Attacks the Floor
ravage replied to Nowaru's topic in Tiberium Wars / Kane's Wrath Maps & Modding
glad to help:D about " AI being able to force fire on the ground", i guess you will have to make a dummyobject which randomly generate lighting objects around it. -
Particle-Drawing Weapon that Attacks the Floor
ravage replied to Nowaru's topic in Tiberium Wars / Kane's Wrath Maps & Modding
i made something similar already: https://www.moddb.com/mods/cc3-tiberium-refined/videos say if you generate your ionstorm through OCL method, add DestinationPlayer="PlyrCreeps" to it so the ionstorm will attack all players, like this: <ObjectCreationList id="OCL_TiberiumCrystalIonStormCreation"> <CreateObject Disposition="ON_GROUND_ALIGNED USE_WATER_SURFACE USE_CLIFF" Count="1" DestinationPlayer="PlyrCreeps" Options="IGNORE_ALL_OBJECTS"> <CreateObject>TiberiumCrystalIonStorm</CreateObject> </CreateObject> </ObjectCreationList> -
Particle-Drawing Weapon that Attacks the Floor
ravage replied to Nowaru's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Correct me if I'm wrong: you want a C&C2 like ionstorm? -
How to mod C&C Remastered?
ravage replied to PurpleGaga27's topic in C&C Remastered Collection Maps / Modding
yeah hope there will be SDK soon -
if i remember correctly, "CanMoveBackward" used in BFME for units flee from large monsters, don't know if it still works in C&C3.
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How do I make a unit gain the AttributeModifier Bonus when it kills an enemy?
ravage replied to ravage's topic in Tiberium Wars / Kane's Wrath
damn should post it on the modding sub, sorry -
I want to create a "Berserker" typed unit that would gain a temporary bonus while after killing an enemy, but I've looked through the entire AssetTypeWeaponTemplate.xsd and didn't see anything that might achieve that. I thought about using the Dummy object technique, but DamageAndSpawnNugget and WeaponOCLNugget will only spawn the object at the destroyed enemy‘s position, instead of at the attacker like I wanted. Can anyone give me some tips on this? Does this require LUA coding?
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Deploy buildings in the middle of tiberium fields
ravage replied to Kushizashi's topic in Tiberium Wars / Kane's Wrath Maps & Modding
you need to make the BuildInProximityToSamePlayerStucture= to false- 4 replies
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Set PlayerSpecialPower's countdown timer in game?
ravage replied to ravage's topic in Tiberium Wars / Kane's Wrath Maps & Modding
now it's working! looks like CurseAllPlayerPowers is the key, thanks yet the caster itself cannot be effected, a bit dissatisfied... -
Set PlayerSpecialPower's countdown timer in game?
ravage replied to ravage's topic in Tiberium Wars / Kane's Wrath Maps & Modding
*sigh* still not working on PlayerSpecialPowers, only UnitAbility -
Set PlayerSpecialPower's countdown timer in game?
ravage replied to ravage's topic in Tiberium Wars / Kane's Wrath Maps & Modding
thanks, i'll take a look at this
