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Nowaru

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About Nowaru

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    Kanes Wrath

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  1. Hi everyone. From my original post earlier this year (trying to WrathEd working) I've managed to make quite a bit of progress, mainly adding true hover vehicles (all terrain), various new artwork, music etc, a recoloured MoK Obelisk (Obelisk of Darkness) and some big changes to the gameplay style; but I've been having 2 relatively big problems with regards to a death animation on a model; specifically, this: https://www.moddb.com/mods/the-end-of-all-things/addons/mastadon and this; the Kane's Wrath XML provided along with it: https://www.moddb.com/mods/the-end-of-all-things/addons/mastadon-addon Basically, when the Mastadon dies, it instantly disappears, whilst spawning the debris, I've looked in w3x viewer and it seems like there's no problem with the model, but no changes I've made so far to the XML has made any difference to the death animation. Below is the code used for the model / animation states. <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING USER_6"> <Model Name="W3DContainer:GUVEHICLEL_DIEA" /> <Texture Original="GUVehicleL" New="GUVehicleL_D" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="Chassis" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="W3DContainer:GUVehicleL_DIEA" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUVEHICLEL_DIEA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> CurDrawableHideSubObject("GUN_UPGRADE") </Script> </AnimationState> The model works fine in gameplay, but destroying the vehicle and having it end with a tiny explosion is a bit anti-climatic 😋 The other issue I have is trying to change or fix the "DamageAndSpawnNugget", mainly because I want the Tiberium Troopers to use Visceroid spawning as an effect. I combed through the old posts on the forum and setup my mod directory with "Mods\returntotiberia\Assets\Static" with a file called "WeaponTemplate.xml" that looks like this: <?xml version="1.0" encoding="utf-8" ?> <AssetDefinition xmlns="uri:thundermods.net:SAGE:WrathEdXML:AssetDefinition"> <Asset id="DamageAndSpawnNuggetType"> <EntryInheritance id="base" AssetType="DamageNuggetType" /> <Entry id="SpawnProbability" AssetType="SageReal" IsAttribute="true" Default="1.0" /> <Entry id="SpawnedModelConditionFlags" AssetType="ModelConditionBitFlags" IsAttribute="true" /> <EntryReference id="SpawnTemplate" AssetType="GameObjectWeakRef"/> </Asset> </AssetDefinition> But the asset compiler doesn't recognise it, nor do I know if it will actually work lol, but if anyone has worked around this any help would be useful. A final problem that I do have is trying to create a Spectre Artillery with a permanent deployment function, so that it doesn't have to deploy to shoot every time and stays static in-place, but the states of deployment are confusing me atm lol; currently I have it so that there's 2 artillery objects, like the Rig, one deploys into another and replaces the original object, and vice versa for the artillery to move again; but all the animations are screwed up when it comes to firing lol; I'll probably make another thread at some point about it. 😀
  2. Omg, Thank you so much for the help, I tried to build WrathEd in CMD and it still didn't respond to anything; so I decided to delete all reg keys related to WrathEd and kinda dumbly... I noticed I'd literally put all my SDK's in a folder called Documents\WrathEd before I'd actually ever used the program (its been there for a couple of years)... so I renamed it to WrathEd utilities and bam, it works great now. Its pretty weird though since it worked quite a while until it threw up the error, or lack of, but anyway. Cheers. :3
  3. Hi guys, new to the forum but I have a strange issue with WrathEd at the moment. I've been developing quite a large mod that was based off a personal mod for Tiberium Wars and I've managed to carry over quite a bit of stuff fairly successfully so far, mainly music and some basic XML, and I've been able to compile and run it correctly too until yesterday; of which then the WrathEd executable stopped working. I've tried various compatibility tests and also re-downloaded the .net framework but I've got nothing, it opens and closes so fast that it doesn't even have any time to record logs when I try and build the mod. I've tried different versions of WrathEd and they're all the same. I'm wondering could it be a registry issue? If so, has anyone seen anything like this before? ps. I've tried the same WrathEd on my older Windows 7 laptop and it works fine there, so I think it might be a registry problem. I I'm fine with building it on the other laptop, but its kinda a pain in the backside; especially when the mod launcher and everything else works fine on my Windows 10 computer.
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