Jump to content

blood1995

Members
  • Content count

    48
  • Joined

  • Last visited

Community Reputation

0 Neutral

About blood1995

  • Rank
    Private
  1. Red Alert 3 Campaign Missions

    Yo, did anyone managed to make a custom single player mission ? If yes I would like to have a detailed tutorial about that. I've also noticed that whenever you use the buildlist on ra3 worldbuilder, it will crash.
  2. Custom Mission Map

    Hey there it's me and I still have interest into that game and would love to make my own mission map. It is actually possible in KW, with the custom maps menu, but how can we access our single players maps on RA3 with working campagn AI and without overwritting anything?
  3. Custom Mission Map

    Please, can someone help me?
  4. Custom Mission Map

    I see, in KW we can launch our missions maps here: Skirmish -> Custom Maps. But how can we do that on RA3, I don't see any new map in "Campaign" and the map won't appear in "Skirmish" if we put only 1 player spot. And even if I put 2 player spots, then the custom AI in the mission map won't appear and all his buildings will be white.
  5. Custom Mission Map

    Hi everyone I would like to know if it's possible to make our own custom single mission map in RA3 like in KW. And if yes how can I do that? Thanks for the help!
  6. All is said in the title. The 1st time I saw the big factory able to make Redeemer/MARV/Hexapod, I was thinking that they would have something else interesting, but no they have only that option. So is it possible to make them build the SAME UNIT than the other war factory but faster(without having to edits the units or the LogicCommandSet).
  7. The 1st solution seems to be the most simple, because I'm also working on mission maps for my mod so I guess that I'll only use that one.
  8. Hellow, I know that actually we aren't able to edit the Skirmish AI on KW, but I've noticed that somehow on skirmish battle the AI used some of my custom units rarely so I wonder if it's possible to raise the chance of the AI to use them.
  9. Thanks for the help, but as I said in the 1st post, I already managed to make what you did and it worked nice. I just want to know if I can make the refinery able to build harvester without any of the production queue that appear on the tab(the one that show buildings, support buildings, infantry, vehicle and aircraft) because at the end when you have a lot it's a bit annoying.
  10. I know about the OTHER_STRUCTURE production queue, but if I do that then it's going to appear under the "shield" tab, and I would like the refinery to be able to build harvester without having it in any tab, like in Red Alert 3. Is it possible to make it throught the unit special ability?
  11. Here is what I've in NODRefinery.xml <ProductionUpdate id="749674DE" MaxQueueEntries="99" NumDoorAnimations="1" DoorOpeningTime="0.66s" DoorOpeningTimeMetaUnit="0s" DoorWaitOpenTime="3s" DoorCloseTime="0.66s" ConstructionCompleteDuration="0" DisabledTypesToProcess="" UnitInvulnerableTime="0" SpecialPrepModelconditionTime="0" BonusForType="" SpeedBonusAudioLoop="" Type="OTHER" ProductionTimeDelayScalar="0s" GiveNoXP="True" VeteranUnitsFromVeteranFactory="False" SetBonusModelConditionOnSpeedBonus="False" SecondaryQueue="False" IgnorePreReqs="False" /> and the NODHarvester.xml ProductionQueueType="OTHER" But it's not working when I select the refinery I've no available option I can just see the portrait of the building, do I have to do something special with the LogicCommand?
  12. Sup everyone, I've made like in Red Alert 3 the possibility of Refinery to build their harvester but I only managed to make it with the "Vehicle" production queue so it'll will appear in the menu with the war factory. I tried to make change it to "OTHER" but then I wasn't able to build harvester, maybe because the queue isn't defined.
  13. Yes this is what I did at the end, and it worked.
  14. Sorry to don't understand everything, my english is bad, so I must change this: if exist "%cd%\Mods\%modname%\Data\Static.xml" "%cd%\Tools\WrathEd.exe" -gameDefinition:"Kane's Wrath" -compile:"%cd%\Mods\%modname%\Data\Static.xml" -art:"..\Art" -audio:"..\Audio" -out:"%cd%\Compilation\Mods\%modname%\Data" -version:"%streamversion%" -bps:"static_common_2.manifest,%cd%\Game Files\Manifest\static_common_2.manifest" -lowlod:"static%streamversion%.manifest" into this: if exist "%cd%\Mods\%modname%\Data\StringHashes.xml" "%cd%\Tools\WrathEd.exe" -gameDefinition:"Kane's Wrath" -compile:"%cd%\Mods\%modname%\Data\StringHashes.xml" -art:"..\Art" -audio:"..\Audio" -out:"%cd%\Compilation\Mods\%modname%\Data" -version:"%streamversion%" And then delete all the other lines which start with "if exist" right? EDIT: Yes it worked, thank you very much guys!
×