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Nowaru

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Posts posted by Nowaru


  1. https://www.moddb.com/mods/tiberium-dusk/images/natural-ion-storms-finally#imagebox

    I finally got the buggers working, was quite a long process; but it pretty much like above spawns invisible targets, spread out by the mjolnir / orbital strike OCL which have death explosions / FX and armor that's immune to everything except storm_shield damage, which the lightning deals in a second damage nugget.

    That way friendly units wont target the "enemy" targets, only the cloud will. Getting the lightning behaviour to work properly was a real pain but its all sorted now.

    Thx for the help earlier ravage, that fixed up my neutral AI too lol. ^^


  2. 51 minutes ago, ravage said:

    i made something similar already:

    https://www.moddb.com/mods/cc3-tiberium-refined/videos

    say if you generate your ionstorm through OCL method, add DestinationPlayer="PlyrCreeps" to it so the  ionstorm will attack all players, like this:

        <ObjectCreationList
            id="OCL_TiberiumCrystalIonStormCreation">
            <CreateObject
                Disposition="ON_GROUND_ALIGNED USE_WATER_SURFACE USE_CLIFF"
                Count="1"
    DestinationPlayer="PlyrCreeps"
                Options="IGNORE_ALL_OBJECTS">
                <CreateObject>TiberiumCrystalIonStorm</CreateObject>
            </CreateObject>
        </ObjectCreationList>

    Believe it or not, you've actually helped me with another completely-seperate issue here. ^_^

    Whilst I still can't create a natural-ish Ion Storm with this, in Kane's Wrath I'd never actually tried PlyrCreeps as destination player because I'd assumed it wasn't working (KW messes with a lot of the player property types); and so I'd used EMOTION_DISSIDENT instead.

    Problem with that is any Tiberium Fiends / Visceroids I'd spawned whilst they'd be aggressive to everyone, it would still display on the map as a friendly unit and as far as I know <AnimalAIupdate> doesn't work when its still owned by a player.

    So now my Tib fiends / Visceroids are actually roaming around properly and no longer creating map pings when under attack / being visible on the map, which is awesome! :D

     

    But also, with animalAI update working it might actually be possible to have the Ion Storms move around the map, which would be insane lol... I'll see what I can do to get the storms to randomly attack anything though, its still a head scratcher tbh.

    Its basically the equivalent of the AI being able to force fire on the ground, though I'm not sure if that's possible tbh. If I figure it out I'll post it here for others to use. ;)


  3. Hi folks,

    I've got a bit of another mystery to solve (if possible), I've been trying to create a more realistic Ion Storm (well actually attempting a whole basic weather system) that rather than being an AI controlled entity (IE it fires at particular targets) it shoots randomly at basically anything, the ground, tiberium, buildings, friendlies, enemies, you name it.

     

    This would be easy if the Storm Attack lightning particles were a projectile as I could just use the <FireWeaponNugget> on the ion storm and it'd spawn the projectiles regardless...

    But unfortunately that's not the case, the storm "attack" is just a damage nugget that draws a lightning particle line from the Storm weapon bone to the target location, which means that the storm has to have a target to draw the lightning to.

    Annoyingly, if I try and randomise it using a scatter radius etc nothing happens, I hear the lightning attack sound, but no particle draw, nor does it hit anything, presumably because the Storm isn't selecting a target when it uses <FireWeaponNugget>.

     

    Long story short is, I'm wondering if anyone has tried anything like this before; and if they know a workaround to make it randomly attack anything. :3

    Being able to achieve this would help me realise my goal of making "true" Ion Storm generators, as I plan to release versions of maps with these generators with randomly generated Ion Storms all over the map. I've figured out how to create these random storms already, but it seems very artificial in how the storms always attack specific things (or don't attack at all when spawned without some kind of AI attached to them). Using <FireWeaponNugget> I saw as a workaround to this.

    Any help would be massively appreciated. ;)


  4. Madin I love you. xD

    I'm not exactly sure what it was about what code I changed (mainly the timers for the passive damage, I think 0.1s must've been too long and I never thought of going below 0.1 for some reason), but I changed the arguments in each weapon (aside from clip stuff and some other bits) and now it works great. :3

    Honestly I racked my brains for too long, but I'm so glad it works now. x)

    • Upvote 1

  5. The reason why I ask this, is though I've successfully used FireWeaponUpdate on various stationary "objects"... when I try and apply it to even slow projectiles, it fails miserably.

    I've currently been making a Disruptor style attack that fires 20 rapid projectiles that call FireWeaponUpdate every 0s or 0.1s and it very rarely hits even large structures and vehicles.  (It usually hits around 1 time per each 20 projectile volley)

    The projectile itself travels at a WeaponSpeed of 200 (i'm not sure if this is too fast, but it seems slow to me)... it just seems completely broken functionality wise when put on anything that moves.

     

    If I'm wrong I'd appreciate it if someone could correct me / or show me where I'm going wrong.

    I'm happy to post code if required. ;)

    Thanks everyone. ^^


  6. 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. :P

    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. :)


  7. 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. :D

    Any help tracking this down (if it exists) would be appreciated. Thanks guys. 


  8. 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. :)


  9. 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="" />

     


  10. On 7/03/2019 at 1:39 AM, Madin said:

    Oh... I believe that the radar being enabled sound is a UI (or GUI) related sound. I do not think that you can have faction specific versions.

    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. :D


  11. 1 hour ago, Madin said:

    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. ^^'


  12. Hello again. :D

    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. :)


  13. 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. :D


  14. 12 minutes ago, Egozi44 said:

    Wonder what is the Black Hand Chieftain :confused:

    Will need to check.

     

    Congrats on releasing your mod though xP

    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. :D


  15. 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. :D


  16. 4 hours ago, Egozi44 said:

    I must to insist that you remove that code and upload your xml or use pastebin instead cause that giant script along with cncnz magic script just froze up 90% of my browsers on any type of device I'm use (it somehow work in chrome desktop version and in FF mobile version)

    I assume it also why no one replied here till now but that just assumption xP

    So... I sort of forgot what you explained there (and hell I'm not risking scrolling up from my phone to get it freezed again xD)

    But if it was about purfires animations reacting to different ranges, I can assume it because the animations have different conditions (can't check atm) like weapon 1 fire condition and the like which will cause the laser animation to play only when weapon 1 is firing, the thrower also have its own cooldown/reload time as secondary weapon and may got prioritize by the game once it can attack.

     

    I think the real issue may be that the purfire have some coded parts in it since the last times I messed with his voice I noticed he use lines that aren't even in its events and it also ignored any changed I did to its audio xml files

     

     

    If it really coded you may need to make similar Xml and change all the IDs in it (sometimes it doesn't help either)

    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


  17. Hi guys, I've got another question. :D

    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. :P

    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


  18. Fairly simple request as its in the title. :P

    I'm wondering if anyone knows how to change the displayed name of a pre-existing faction, namely I want to change Nod.

    I figure its possible and probably has a String identifier, judging by the way the faction types are different (namely Scrin being "Alien") to their ingame counterparts... but I don't know where or what the string would be called. :/

    Cheers. :)


  19. New thread but for something different this time around.

    I've been trying to make a different projectile, namely a simple glob of plasma, like what the Cyborg Commando fires in Tiberian Sun, but the projectile model system has been doing my head in and I've opted so far to use the Nod Fuel Air Bomb Missile or NUFUEBMB as a placeholder for the weapon.

    However, I've been wanting to attach the green glow of the militant rocket projectile (albiet larger) to the missile but to no avail.

    I can't work out whether the glow of the missile is handled in the weapontemplate or the actual projectile itself. Whenever I look at the militant rocket projectile game object there's only the trail attached to it, no glow.

    I'm kinda worried that the glow is actually modelside, since when I open the model in WrathEd there's shaders; though none of the colours on the shader corresponds to green.

     

    I just want the Fuel Air Bomb with the same rocket glow effect, or possibly just a "blob" projectile achieved by FX / shaders if that's possible, I did try making an invisible projectile that used FX but that did nothing. :D


  20. I just had a thought, could the lack of AI responding when spawned in a tiberium field be due to a lack of Army Definition?

    I've been reading into it, and I think the reason why Civilian and Neutral AI don't do anything when they're spawned from Neutral / Civilian objects is directly down to their stance as an actual competitor.

    As far as I know, the Emotion_Dissident flag seems to simply reverse the "friendship" towards the owner of the object, which is why the Visceroids work; because of the way the ownership is passed down from the dead infantry... but other stuff doesn't.

     

    I don't know, I've been reading stuff for Battle for Middle Earth which uses Sage, as well as using the schema files. Stuff seems well documented for BFME; so its pretty useful. :P

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