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About ravage

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  1. 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?
  2. 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.
  3. 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>
  4. Correct me if I'm wrong: you want a C&C2 like ionstorm?
  5. yeah hope there will be SDK soon
  6. ravage

    reverse move

    if i remember correctly, "CanMoveBackward" used in BFME for units flee from large monsters, don't know if it still works in C&C3.
  7. 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?
  8. you need to make the BuildInProximityToSamePlayerStucture= to false
  9. now it's working! looks like CurseAllPlayerPowers is the key, thanks yet the caster itself cannot be effected, a bit dissatisfied...
  10. *sigh* still not working on PlayerSpecialPowers, only UnitAbility
  11. I'm trying to set SpecialPower's countdown timer backward in game, with LUA code: ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", self, "SpecialPowerGDI_APCMinefield", 10); it works fine with UnitAbility like APCMinefield, but doesn't affect PlayerSpecialPower like Ioncannon, nuke, etc. i guess it may has something to do with GDIPowerStore and/or PlayerSpellBook so i applied the same codes ---SpecialPower XMLs, and LUA scripts --- to them too, still not working. any ideas?
  12. my bad, i only remember there are RIDER1 to RIDER4 in the ObjectStatus. however there is MemberTemplateStatusInfo in OpenContain, which allow the Container gain different status based on which unit they carry, and with LUA coding to switch the Container's weaponset.