Jump to content

ravage

Members
  • Content count

    42
  • Joined

  • Last visited

Everything posted by ravage

  1. you need both the model and the animation resized to make them work fine.
  2. orly http://www.moddb.com/members/ravage123/videos/specialpower-testing [mdb]1495075[/mdb] i used Stygs' code, only added BoredUpdate part and without modify LUA.
  3. you had to add BoredUpdateModuleData to AssetTypeGameObject.xsd to make it work: <xs:element name="BoredUpdate" type="BoredUpdateModuleData" /> then i used gdi orca to test: <BoredUpdate id="ModuleTag_BoredUpdate" ScanDelayTime="5" ScanDistance="3200" CanScanWhileAttackingOrMoving="true" BoredSpecialPowerTemplate="SpecialPowerPulseScan"> <BoredFilter Rule="NONE" Relationship="ALLIES" Include="AIRCRAFT"></BoredFilter> </BoredUpdate>
  4. great news! the BoredUpdate still working in c&c3! you don't have to use LUA for auto-specialpowers!
  5. yes, once you installed the SDK's plugin for max9, check Utilities-Maxscript, select RTS, there are w3d to skin and skin to w3d in skinning, as well as some other useful scripts.
  6. you still have to right-click the buttons to activate that in BFME, and as i remember, the AutoAbilityBehavior works mostly with WeaponFireSpecialAbilityUpdate that require a target location. also i don't think C&C3's UI allow the right-click anymore:(
  7. thanks! pity there is no codes like "AutoSpecialPower" and we have to relay on lua scripts.
  8. the VisionOverrideRear and VisionOverrideSide in HordeContain still working and influence shroud clearing, if anyone interesting
  9. hmm. copyed your code to a building but this OCLSpecialPower do not operates automatically? have to click the playerpower button everytime.
  10. tried ProductionQueueHordeContain, not working in cnc3
  11. i added these scripts just for testing: in scriptevents.xml <EventList Name="GDIPredatorFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="OnCreated" ScriptFunctionName="OnGDIPredatorCreated" DebugSingleStep="false"/> <EventHandler EventName="DamageIncoming" ScriptFunctionName="GDIPredatorUsingDefensePower" DebugSingleStep="false"/> </EventList> in scripts.lua function GDIPredatorUsingDefensePower(self, other, delay, amount) if tonumber(amount) >= 1 then ExecuteAction("NAMED_KILL", self); testing only LOL end end but when my Predators and the AI's attacking each other, nothing happens. are these scripts still working?
  12. of course i tried other actions. so far looks like it's just DamageIncoming not working.
  13. the good news: ObjectCountNearbyEnemies still working, while with ModelConditionEvent and ObjectStatusEvent. the bad news? it count Structures so your tanks may auto deploy smoke grenades near a harmless powerplant...
  14. of course i'm testing it in Skirmish games with newly built units. other scripts like ModelConditionEvent working for my predators.
  15. there is a question bugs me: can you change one unit's DisplayName and Description in C&C3? i can't get the TooltipUpgrade which inherited from bfme2 to work, do i miss something? also what about SelectPortrait and ButtonImage? please no OCL methods for i don't want lose the grouping and Ranks.
  16. ...i mean switch them by upgrade or something.
×