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About Nowaru

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Command & Conquer Profile

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    Kanes Wrath

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  1. I've already done this in my mod. (Tiberium Dusk - Marked of Kane Spectre) Simply make a new Spectre unit that it deploys into with the deployed state as its base state (I made it as a structure so its similar to TS). You can probably just extract the code with WrathEd or read it. I mainly did it though because I wanted the Spectre to deploy into alternate states, but it does the same thing that you're asking for the most part, although mine is a structure that you can repair and sell.
  2. Hi folks. In wanting to make a Beta Commando, (as the commando is based on the barracks Sargeant, for clarification look at the CUCommB and GBSentry textures, they're nearly identical, except the UV texture map is moved around for the Commando model) I was wondering if anyone knew of the existence of the original Barracks Sargeant model, as currently he's merged with the barracks with all his bones being part of the barracks skeleton. Basically, I just need the commando with a face, his arms showing and no jet-pack ideally. Any help tracking this down (if it exists) would be appreciated. Thanks guys.
  3. Has anyone tried out the "LightDraw" module and know how to use it? / What it looks like? <Asset id="W3DLightDrawModuleData"> <EntryInheritance id="base" AssetType="DrawModuleData" /> <Entry id="Radius" AssetType="SageReal" IsAttribute="true" Default="20" /> <Entry id="Intensity" AssetType="SageReal" IsAttribute="true" Default="1" /> <Entry id="FlickerAmplitude" AssetType="SageReal" IsAttribute="true" /> <Entry id="FlickerFrequency" AssetType="SageReal" IsAttribute="true" /> <Entry id="PulseAmplitude" AssetType="SageReal" IsAttribute="true" /> <Entry id="PulseFrequency" AssetType="SageReal" IsAttribute="true" /> <Entry id="AttachToDrawableBone" AssetType="String" IsAttribute="true" /> <EntryRelocation id="Ambient" AssetType="Color3f" /> <EntryRelocation id="Diffuse" AssetType="Color3f" /> <EntryRelocation id="Specular" AssetType="Color3f" /> </Asset> That's the asset schema for it, I've been deliberately looking for some kind of dynamic lighting if possible to make the more Tiberian Sun style map effects with unusual lighting (red, blue etc) around Tiberium and other stuff, but I'm not sure how to use and what it means by the "EntryRelocation" parts for the colour. Any info on this would be appreciated. Thanks guys.
  4. Bit of a necro... But surely if we use the new AI Schemas and use the playertemplate mixed together, there should be some hacky way of getting this working. I'm gonna give it a go anyway, it probably wont work or cause massive issues, but why not? I can just set it to non-playable but let the Neutral AI access teams as necessary; if I'm not thinking completely dumb here. xP
  5. Hi Everyone, Just a quick question. Essentially my mod has the Mastodon have a weapon system that you can purchase "on" the unit. Basically, its some command button special powers that give the Mastodon an "upgrade" depending on what weapon you want to put on it (currently, there are two weapons, Big Gun and Small Gun (Devastator cannon and classic railguns))... but I want to be able to give the AI the option to at least buy the railguns, so I made this AISpecialPowerUpdate... <AISpecialPowerUpdate id="37DB893B" CommandButtonName="Command_MastodonSmallGun" SecondaryCommandButtonName="" SpecialPowerAIType="SPECIAL_POWER_BASIC_SELF_BUFF" SpecialPowerRadius="-1" ReinforceDistance="0" SpellMakesAStructure="" SpecificUnit="" UnitKindOf="VEHICLE" AllyUnitInclude="" AllyUnitExclude="" EnemyUnitInclude="" EnemyUnitExclude="" MinimumCutoff="0" UpdateTime="1s" MaxFrequency="0" RandomizeTargetLocation="False" /> ... the problem is, the AI rarely (if ever) purchases it. It only costs 2000 credits, which I figured isn't too much for a Brutal AI... but since "equipping" the walker is literally imperative for it to be functional (it only has rocket launchers if you don't give it a weapon), it ends up often being severely gimped in the hands of the AI, unless it has the sudden urge to buy the upgrade. I'm wondering if there's any chance to increase the possibility of the AI doing something, as it does with MCV's and Surveyors etc (aka, always do this if you have this)... since its no use them having an epic unit that they only upgrade 1 out of every 10 times or so. My version of the Mastodon is meant to be freely customizable, so I'm not sure how I'd implement it otherwise. o.O This is what the special power looks like for extra info: <SpecialPower id="GiveSmallInit" SpecialPowerTemplate="SpecialPower_MastodonSmallGun" AntiCategory="" AntiFX="" AttributeModifier="" AttributeModifierRange="0" AttributeModifierFX="" WeatherDuration="0" InitiateFX="" TriggerFX="" SetModelCondition="TOPPLED" SetModelConditionTime="0s" GiveLevels="0" ChangeWeather="NORMAL" OnTriggerRechargeSpecialPower="" BurnDecayModifier="0" MaxDistanceFromCommandCenter="0" UpdateModuleStartsAttack="True" StartsPaused="False" ReEnableAntiCategory="False" AttributeModifierAffectsSelf="False" AttributeModifierWeatherBased="False" TargetEnemy="False" TargetAllSides="False" DisableDuringAnimDuration="False" IdleWhenStartingPower="False" AffectGood="False" AffectEvil="False" AffectAllies="True" AvailableAtStart="True" AdjustVictim="False" UseDistanceFromCommandCenter="False" ChildModuleHandlesFX="False"> <AttributeModifierAffects Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <RequirementsFilterMP Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <RequirementsFilterStrategic Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </SpecialPower> <GiveOrRestoreUpgradeSpecialPower id="GiveSmall" GrabPassengerHealGain="0%" SpecialPowerTemplate="SpecialPower_MastodonSmallGun" StartAbilityRange="1E+07" AbilityAbortRange="1E+07" PreparationTime="0s" PersistentPrepTime="0s" PersistentCount="-1" PackTime="0s" UnpackTime="0s" PreTriggerUnstealthTime="0s" Options="" PackUnpackVariationFactor="0" ParalyzeDurationWhenCompleted="0s" ParalyzeDurationWhenAborted="0s" SpecialObject="" MaxSpecialObjects="1" EffectDuration="0s" EffectValue="1" EffectRange="0" FleeRangeAfterCompletion="0" DisableFXParticleSystem="" PackSound="" UnpackSound="" PrepSoundLoop="" TriggerSound="" ActiveLoopSound="" AwardXPForTriggering="0" SkillPointsForTriggering="-1" UnpackingVariation="0" FreezeAfterTriggerDuration="0s" RequiredConditions="" RejectedConditions="" SetObjectStatusOnTrigger="" ClearObjectStatusOnExit="" TriggerAttributeModifier="" AttributeModifierDuration="0s" ChainedButton="" RequireAndSpendTiberiumOnCaster="0" DisabledTypesToProcess="HELD" DisabledTypesToContinueSoundsFor="HELD" StartRechargeOnExit="False" GoIdleInStartPreparation="True" FaceTarget="True" UpgradeToGive="Upgrade_MastodonSmallGun" WeaponFlags="" />
  6. I will eventually when I get around to it, I'll upload it to ModDB or something. Its got shortcuts allowing for easy compilation / reading so its not too difficult. I've just got my mod all over the place in it so I need to clean it up a bit.
  7. Aww, damn. I've not really wanted to touch too much UI stuff yet, mainly from hearing the difficulties of others. Thanks anyway. I've got other things to work on anyway atm, I'm wanting to give Militant Rocket Squads Nod Combat Armor; I feel it was super lazy effort on EA's part changing the generic militant squad but not the Militant Rocket Squad to the classic design; I'm hoping to merge together all versions of the militants (including Tib Wars hoodie militants) into one mod.
  8. Yeah, I know about changing the EVA as I've implemented a Marked of Kane EVA as Cabal which is pretty nice. What I'm trying to change though is the beeps and boops heard when radar is enabled and disabled, the sounds currently ingame lead you to believe its part of the EVA.ini, but its nowhere to be seen. o.O However I don't know where "WRadar_ona" or " WRadar_offa" is used, either which seems to be related to the same thing. Sorry I didn't clarify beforehand. ^^'
  9. Hello again. Just a quick question, I'm wondering how plausible / possible it is to do faction based "radar on", "radar off" sound effects. Ingame we already have Aeva_RadarRestored, Geva_RadarRestored and Neva_RadarRestored and WRadar_ona / off but I don't believe they're used. I'd really like to implement this kind of feature into my mod as I'm planning on implementing sound effects from all 3 eras of C&C. I've looked everywhere but I can't find anything in regards to this however. ;/ It would be nice though because I'd love to use Tiberian Sun Radar on ST and Tib Dawn Radar on GDI. (My mod forces Radar onto the command post rather than conyard, which is why I want this.) Thanks everyone.
  10. I know this is technically a Necro, but I think I've found a simple fix. What you'll need is to create a Universal "Modding folder" using the base WrathEd 1.08 in one of the folders (which is your compiler) and WrathEd 1.07 (which is your SkuDef Reader). I've ended up making a huge conglomerated mess to get an editable Reckoner and AI skirmish schemas working at the same time; since it can be a complete nightmare. Also, be aware that some versions of 1.08 are complete garbage and they wont even acknowledge sound or audio files, and thus fail to compile; which is odd, since the version I have compiles perfectly, it just doesn't read SkuDef's properly. If anyone needs it I may end up uploading this "full" editing WrathEd for others to use, since its basically piecing together two broken WrathEds into one working one.
  11. Chieftain is like the Overlord in Generals. Its essentially a redeemer, but with propoganda tower effect; healing everything around it, hence the name. :3 I do plan on giving it a new weapon though to match its unique name at some point however.
  12. Hi everyone, Just a thread for my new Mod C&C Tiberium Dusk! It tries to be a culmination of everything classic C&C, with various soundtracks from the older games, older sound effects and voice lines and new special effects like the "classic" ion cannon. https://www.moddb.com/mods/tiberium-dusk The gameplay is quite a bit different, but its pretty fun for those that want a new take on C&C3 / Kane's Wrath. Economy is slower whilst attacks are generally more effective, a few well placed units can easily lead to victory. There's also a lesser emphasis on Epic Units despite Epic Units being buffed, which is an oddity lol; Epic Units are more cool "show-off" units now rather than useful (unless you're using the Mastodon or Black Hand Chieftain). Thanks to all those who check it out.
  13. Sorry, I never realised. 3: I'm using Firefox Quantum on desktop, the only thing I noticed was the lag when I uploaded lol. I uploaded a .txt file instead since it doesn't take XML. :3
  14. Hi guys, I've got another question. Now, with some editing to the purifier I wanted it to "charge up" its laser much like the obelisk cannon (I've made an alternative marked of kane beam cannon that does this already) but I'm having trouble with the flamethrower conflicting with the pre_attack states I use for the charging effect. Basically, if the laser is firing at something outside of the flamethrower range, the pre-attack state works perfectly and shows the charging animation, but the moment someone gets too close to the flamethrower or you attack something nearby, only the charging sound is heard and no effects are seen. :/ I believe its to do with how the flamethrower is on a different weapon_set_update but I'm not sure what flags to use for that atm, I've tried user_8 and user_9 and WEAPONSLOTID_02 but to no avail. I find it odd that the client sounds work perfectly but the model states don't. Sorry about the extremely long code dump, I removed most of the unnecessary code for the purifier, but its still long as heck. >.> (I don't have any AudioEvent / Multisound stuff done yet since I've attempted this twice, but restarted out of frustration lol) Also, to make matters somewhat more complex, I've got a modified the anti-infantry laser there as well. :S Cheers. BlackHandCustomWarmech.txt
  15. I figured it out. In your Mod.str file, create a new line with faction name but with INI as the prefix; like so: INI:FactionNOD "Fist of Nod" END With the faction name taken from the PlayerTemplate.ini file. I'm not sure what the ShortDisplayName type does, but that was added in Kane's Wrath it seems. For anyone else that wants to do the same thing