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ravage

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Everything posted by ravage

  1. bought Win7 years ago and still using it, screw M$
  2. add the following codes to your commando: <AutoHealBehavior id="ModuleTag_Heal" InitiallyActive="true" HealOnlyIfNotInCombat="false" HealOnlyIfNotUnderAttack="false" StartHealingDelay="1s" HealingAmount="10" HealingDelay=".5s"> </AutoHealBehavior>
  3. 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?
  4. 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.
  5. 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>
  6. Correct me if I'm wrong: you want a C&C2 like ionstorm?
  7. yeah hope there will be SDK soon
  8. 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?
  9. 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.
  10. you need to make the BuildInProximityToSamePlayerStucture= to false
  11. now it's working! looks like CurseAllPlayerPowers is the key, thanks yet the caster itself cannot be effected, a bit dissatisfied...
  12. 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?
  13. *sigh* still not working on PlayerSpecialPowers, only UnitAbility
  14. 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.
  15. code of the GLA bikes still exists and working. you can give it a try.
  16. really? that sucks. all kind of specialpowers? what about beamcannon's attack?
  17. ravage

    Anti-air obelisk

    this happens when the PRIMARY(AG) and SECONDARY(AA) weapon has different Range, it's annoying me.
  18. you can hex search the cnc3game.dat and it's turn out that there are three and only three SpecialPowers allow you "click target and use": SpecialPowerCombineWithUnit, SpecialPower_ChargeDefensesTrigger and SpecialPower_ConversionBeam.
  19. i'm always wondering how the growth stimulator distinguish between a green and a blue field too.
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