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Miki

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Everything posted by Miki

  1. Basically what I want to do is put the spawner stuff from AlienCorrupterTioxinBlastCannon to TiberiumCrystalWeapon But I don't know how the correct code should look, especially mixing the <DamageAndSpawnNugget into it causes problems. I want the final effect to be that the infantry units who die in tiberium fields turn into visceroids, like they do if they get killed by the alien corruptors. Could anybody please show me how a correct XML for TiberiumCrystalWeapon with this added visceroid spawning effect should look?
  2. I want to make the militants use both hands when they fire, instead of just one. I tried to use GDI riflemen animations on Nod militants, and while everything works, the muzzle flash when they're shooting is a little bit off. I understand that the riflemen have the muzzleflash animated on its own while militants just have it follow the gun. Hence mixing them results in something like this. Any help, please?
  3. Sorry for reviving this post, but I remember I somehow managed to make this work in 2019, but since then I got a new PC and lost my old mod files. Silly me, I forgot to write it down somewhere or write the solution here. I'm trying many things but nothing seems to work and I'm 100% positive that I managed to make it work both in TW and KW. EDIT: In case this happens again or for someone who's just curious or maybe trying to do the same thing: I actually managed to make this work by mixing the GDI Riflemen animations with GDI Commando animations (Commando animations for being engaged, shooting, shooting while moving, shooting while in cover, shooting while being suppressed and Riflemen animations for everything else)
  4. Where can I find and how can I change the stats for Tiberium Spikes or Mutant Hovels in WrathEd? I found them in data\worldbuilder but when I do it that way... create the folder, you know... ModName/Data/Worldbuilder/TiberiumSpike.xml do some changes and then in the Worldbuilder.xml add <Include type="all" source="Worldbuilder/TiberiumSpike.xml" /> Nothing changes in-game I also tried including it into static... ModName/Data/Static/TiberiumSpike.xml and in Static.xml add <Include type="all" source="Static/TiberiumSpike.xml" /> But still no changes in-game So what should I do if I want to change the stats, let's say increase/decrease HP or disable team colors or anything with these buildings... ?
  5. Is it possible to make it so when the infantry "stops" they go crouch + shoot from this position, without the need for buildings to be around them? (by default they go into this animation only when they're near a building) and if so, how?
  6. I managed to make their attack animation to use the cover one by changing ConditionsYes="COVER ATTACKING" to ConditionsYes="ATTACKING" And it looks good while they're stationary, but when they move (when you CTRL + right click anywhere) they just "slide" in a crouched position to that place. Any help?
  7. Yeah, still couldn't figure this one out for months and I don't know where else to ask any advice would help. I'm sorry for making another topic about it.
  8. How could I make it so the militants and rocket militants have the confessor upgrade without actually getting the upgrade? Like they have the confessor in their squad by default, without the need to research the upgrade at the secret shrine.
  9. Thank you sooooo much! This is exactly what I needed to know.
  10. Where and how in KW can I edit this value? What I mean is how much credits/money you get after the harvester goes to a refinery and unloads tiberium.
  11. And can you tell me which values in the .xml change the amount of credits you get?
  12. Hmm, any idea of some other unit's animations that could fit with them? I want to make the militants use both hands when they fire, instead of just one.
  13. I tried to use gdi riflemen animations on nod militants, and while everything works, the muzzle flash when they're shooting is a little bit off. Where can I change the position of it? I didn't find anything related to it in the .xml file
  14. Thank you for your answer & yes of course I did. I just don't know which lines change these values, that's why I'm asking here.
  15. For example, I want to make the infantry units (GDI riflemen, Nod militants, etc...) to be able to attack air units (like GDI orca, Nod venom...) in Kane's Wrath. What should I look for? Where can I edit the statistic that changes what kind of units can the unit attack?
  16. Oh, thanks for your help. Haven't thought about their weapons being a part of the soldier model itself. Nevermind then. Hmm, I wonder... is it possible to make them have the upgraded armor from the start? I don't mean the upgrade itself, just the texture you get after you upgrade GDI armor. Can I make the riflemen and missile soldiers use this texture even for their non-upgraded armor? EDIT: Nevermind, managed to do that myself. But thanks for letting me know that I should search in the <draw> section, helped a lot
  17. What I want to do, is to make the basic GDI riflemen in Kane's Wrath (the basic version with no armor upgrades) use the basic GDI missile soldier model (the models are kinda different, the missile soldiers have gloves). Is this possible? how can I make this?
  18. How can I remove units from skirmish? So you can't build it, it won't appear in the selection menu. I thought changing IsTrainable="True" to IsTrainable="False" is going to do the thing, but no difference.
  19. Hello I'm new to CNC modding, currently I use TibEd 2 to mod Tiberium Wars. How can I add more housecolors? I mean the colors players pick in skirmish. It seems like I can edit the 8 existing colors, but can't аdd any new ones.
  20. I modified infantry and vehicle units to stay after death in Kane's Wrath, using WrathEd. All I changed was SinkDelay and DestructionDelay While it seems to work in-game, somehow all of the units have no voices (when you click on them or issue them some orders, they don't tell anything) I'm going to describe exactly what I did, just to be sure. For example, the NOD militant unit. I made a NODMilitant.xml file, where I copied everything from the original one, from <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> to </GameObject> </AssetDeclaration> and the only 2 things I edited are the SinkDelay and DestructionDelay parametres. So, can anyone help me here? What is wrong? Why all of the edited units have no voices?
  21. Yes I understand how it works with this I can make some vehicles still be able to crush infantry if I want to.
  22. How can I make it impossible for vehicles to drive over infantry units? What should I change? I searched the vehicles .xml files but didn't find anything that could somehow disable it, also looked into infantry .xml files if there isn't anything with it but still with no sucess
  23. Thank you so much for this ^^ Are you using the 1.08 Gamma version? Many people said it messed up some things, that's why I used the 1.07 version. Well, it seems like I'm gonna move to 1.08 then
  24. Thanks! I got it. It was: <CrusherInfo CrushableLevel="0" CrusherLevel="0" Had to change CrushableLevel from 0 to 1.
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