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commanderKW

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About commanderKW

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    Kanes Wrath

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  1. commanderKW

    Building Infiltrator

    Ok, I fixed it: you have to make the NODShadowMachinePistol ignore buildings Thanks anyways
  2. Does anyone know how to make the "InfiltratorContain" behavior to work? <InfiltratorContain id="0xE2BE8598" ImmediatelyEnabled="true" Duration="10s" Effect="DISABLE"> <CanEnterFilter> <IncludeThing>NODShadowSquad</IncludeThing> <IncludeThing>NODShadow</IncludeThing> </CanEnterFilter> </InfiltratorContain> I tried by adding the above code to the GDIPowerPlant's Behaviors, but the shadow team still cannot enter the building
  3. I got the damage to work now, thanks One more thing, I noticed that when a firehawk is shot down, the OCL debris firehawk always faces towards the right regardless of the direction the jet was flying in beforehand. What settings do I use (for presumably the "OCL_GDIFireHawkDebris") to make the debris to turn and face the correct direction instead? EDIT: Just add OrientToFlightPath="True" to physics
  4. I was wondering: how could I make destroyed firehawks crash in a similar style to jets from C&C Generals? Seeing that "JetSlowDeathBehavior" is no longer available, I tried giving the GDIFireHawk GameObject or GDIFireHawkDebris, a "FireWeaponWhenDead" module... but Even though the explosion FX appears, it doesn't do damage on impact. Does anyone know what could be wrong?
  5. Save images as jpg not bmp. jpg is smaller
  6. Do anyone know to edit the tooltip outline color? I can't find which texture or XML corresponds to it.
  7. I don't get it... has no ever tried modding the default sound effects in KW and encountered my problem? This should to be a simple/easy to solve issue.
  8. Sorry, I wasn't clear with the first post; When I edited "AudioEvent" xmls... for example, making AudioEvent: "NOD_BlackDisciples_Upgrade" louder by changing the volume setting in its AudioEvent xml, the sound will become completely silent ingame
  9. How do edit the settings of the default ingame sounds in KW, without extracting and re-importing them? When I integrate the modded sound XMLs, those sounds simply become completely silent - I think it's because the game cannot find the sound files/it dones't realise that those sound files already exist in the game
  10. I had the same problems when I tried removing the specter's turret... I think it's an engine limitation
  11. commanderKW

    How to make mod maps in TW?

    Those tutorials seems pretty good; I've found them helpful
  12. FireWeaponUpdate seems to have problems - I've had difficulties modding with that module. As a workaround - you can give the unit a short ranged, large radius, weapon with an invisible firing effect. And add a cosmetic effect to the unit to simulate it the damaging aura
  13. commanderKW

    Parachute stuff

    Would you post the link to that?
  14. WE isn't finished so it doesn't work with certain xml such as AI and some others
  15. As far as I know, DamageAndSpawnNugget is either broken in KW, or WE doesn't properly compile that code nugget A work around; I recommend experimenting with the 'OCL death spawn' nugget used by the Redemption SP in the nod militants xml - The Rig is like the MCV; it changes into a building - look at the code and replace the animations and make a building the deployed specter model
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