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Everything posted by commanderKW

  1. 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
  2. commanderKW

    Building Infiltrator

    Ok, I fixed it: you have to make the NODShadowMachinePistol ignore buildings Thanks anyways
  3. 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?
  4. 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
  5. Save images as jpg not bmp. jpg is smaller
  6. 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
  7. Do anyone know to edit the tooltip outline color? I can't find which texture or XML corresponds to it.
  8. 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.
  9. 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
  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. 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)?
  14. commanderKW

    Parachute stuff

    Would you post the link to that?
  15. WE isn't finished so it doesn't work with certain xml such as AI and some others
  16. 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
  17. 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?
  18. 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)
  19. Use the "SampleMod" included with WE as your base; it's a good starting/learning point
  20. 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
  21. The MARV's mini turrets have the same bug
  22. Try adding the gravity lines of code; see Orbital strike/Mjolnir projectile and Catalyst missile projectile (those both drop straight down)
  23. commanderKW

    Crash on load

    My WrathEd mod for KW
  24. My mod starts ups and runs ingame fine without problems, but when I try to load a saved game (from the mod) it always crashes Error attached
  25. commanderKW

    Are there any good games left?

    This has been on my chest for a while... There hasn't been a good, singleplayer game in a damn LONG time. The last decent game was Dishonored 2 but that was mediocre - and quite "1 step forward, 2 steps back" The market is 99+% either soulless, cliched AAA junk that follows a checklist, or pretentious overblown indie crap based upon a gimmick. Recent AAAs have disappointed me repeatedly: (Watchdogs, Wolfenstein New Order, Batman Arkham Asylum, Saints Row 3, Deus Ex Mankind Divided, Sims 4, Doom 2016), and I'm not even going to bother listing the indies. I'm waiting for the day there will be a worthwhile game that gets me excited again, but my doubt grows with every passing day. My final hope is Half Life 3. Thanks for reading my rant.