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commanderKW

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Everything posted by commanderKW

  1. commanderKW

    Kanes Wrath Missing Global Stream Schemas

    Does anyone else who uses WrathEd "1.08" have a problem integrating the "Missing Global Stream Schemas"?
  2. I'm trying to make "NODMilitantRocketWeaponProjectile" use the old C&C generals Missile behavoir, to act more like a RPG, but the rockets always disappear shortly after they're fired, and I can't figure out why. Can anyone help me out with this? <MissileUpdate id="0xB5CB00FF" FirstPercentIndent="20%" SecondPercentIndent="90%" GroundHitFX="FX_NODMissileMiss" FlightPathAdjustDistPerSecond="100" CurveFlattenMinDist="300" SidewaysDrift="10" OrientToFlightPath="True" MaxDistanceToTravel="600" MaxDistanceReachedFX="" IgnitionDelay="0.5s" IgnitionFX="FX_NODMilitantMissileFire" ExhaustTemplate="OrcaMissileTrail" DetonateCallsKill="True" FuelLifetime="0s" DetonateOnNoFuel="false"> </MissileUpdate>
  3. commanderKW

    Missile projectile stuff

    Nevermind, I figured it out; NODMilitantRocketWeaponProjectile with MissileUpdate just can't target/force-fire the ground
  4. commanderKW

    Kanes Wrath Missing Global Stream Schemas

    <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <AudioFile id="aircraft_bombs_fall3s" PCCompression="XAS" File="AUDIO:Sounds/aircraft_bombs_fall3s.wav" GUIPreset="Default"></AudioFile> <AudioFile id="explodesmall1" PCCompression="XAS" File="AUDIO:Sounds/explodesmall1.wav" GUIPreset="Default"></AudioFile> <AudioFile id="explodesmall2" PCCompression="XAS" File="AUDIO:Sounds/explodesmall2.wav" GUIPreset="Default"></AudioFile> <AudioFile id="explodesmall6" PCCompression="XAS" File="AUDIO:Sounds/explodesmall6.wav" GUIPreset="Default"></AudioFile> <AudioFile id="explodesmall7" PCCompression="XAS" File="AUDIO:Sounds/explodesmall7.wav" GUIPreset="Default"></AudioFile> <AudioFile id="explodesmall8" PCCompression="XAS" File="AUDIO:Sounds/explodesmall8.wav" GUIPreset="Default"></AudioFile> <AudioFile id="explodesmall9" PCCompression="XAS" File="AUDIO:Sounds/explodesmall9.wav" GUIPreset="Default"></AudioFile> <AudioFile id="ambexplo1" PCCompression="XAS" File="AUDIO:Sounds/ambexplo1.wav" GUIPreset="Default"></AudioFile> </AssetDeclaration> These new sounds worked/compiled fine before adding the WE Global Stream Schema patch
  5. commanderKW

    Kanes Wrath Missing Global Stream Schemas

    Hey, Nice addition but when I tried compiling my mod with new sounds, an error message: "Index was outside the abounds of the array" Also see attached log WrathEd_2019-04-24_16-36-54.txt
  6. 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
  7. commanderKW

    Building Infiltrator

    Ok, I fixed it: you have to make the NODShadowMachinePistol ignore buildings Thanks anyways
  8. 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?
  9. 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
  10. Save images as jpg not bmp. jpg is smaller
  11. 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
  12. Do anyone know to edit the tooltip outline color? I can't find which texture or XML corresponds to it.
  13. 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.
  14. 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
  15. I had the same problems when I tried removing the specter's turret... I think it's an engine limitation
  16. commanderKW

    How to make mod maps in TW?

    Those tutorials seems pretty good; I've found them helpful
  17. 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
  18. I have a parachute model, but what do i code so that the Armageddon bomber paradrops tanks or soldiers (aka add paratroopers)? Do I also need to use specific KindOf(s)?
  19. commanderKW

    Parachute stuff

    Would you post the link to that?
  20. WE isn't finished so it doesn't work with certain xml such as AI and some others
  21. 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
  22. commanderKW

    Parachute stuff

    Yes, I remember the parachutes from the Fallout mod How did C&C Generals create paradrop tanks and paratroopers? Is there any reusable code/method from it?
  23. I found a "SpecialDisguiseUpdate" module, but I don't know how to use it. I want to use it for a vehicle to make it look like an enemy vehicle - like the bomb truck from Generals or Sudden Transport from RA3 And, can the Cloaking Field's effect be changed in a way to have a limited duration? (aka the stealth ability given by the cloaking field, be changed to stop/deactivate after a set amount of time)
  24. Use the "SampleMod" included with WE as your base; it's a good starting/learning point
  25. commanderKW

    Reckoner crash/bug

    I remember this problem, I had it too... I forgot how I fixed it; IIRC,it was either using a specific version of WE (1.08 I think) to compile and/or extract the reckoner's XML, or a specific lines in the reckoner were fixed
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