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About ravage

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  1. 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.
  2. 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?
  3. you need to make the BuildInProximityToSamePlayerStucture= to false
  4. now it's working! looks like CurseAllPlayerPowers is the key, thanks yet the caster itself cannot be effected, a bit dissatisfied...
  5. *sigh* still not working on PlayerSpecialPowers, only UnitAbility
  6. 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?
  7. 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.
  8. code of the GLA bikes still exists and working. you can give it a try.
  9. really? that sucks. all kind of specialpowers? what about beamcannon's attack?
  10. ravage

    Anti-air obelisk

    this happens when the PRIMARY(AG) and SECONDARY(AA) weapon has different Range, it's annoying me.