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Everything posted by Nowaru

  1. 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.
  2. Following from that topic I managed to successfully create animal-like Visceroids that spawn from infantry squads only in poisonous areas and they're pretty neat, aside from the merging baby and adults I managed to get them quite similar in terms of roaming AI to Tib-sun so they sort of go everywhere, though only in a small radius. However, my next idea was to have a completely random "Neutral" spawner, that could (at the start of the game) quickly populate the map with a specific amount of Neutral AI, like Visceroids, Maruaders and possibly even Ion Storms, (with Ion Storms preferably spawning throughout the game at random) I know you could populate maps in Worldbuilder but I really wanted a solution that could do this on every map to create a new "world" every time you play a Skirmish / Multiplayer. A way I figured I could do it is use a spawner nugget like those on the War Factories / PAC's which spawns an invisible object that uses AnimalAIUpdate and quickly roams the map for say 2-3 seconds and then when it dies, spawns whatever you want at said location. I'd have these spawners attached to tiberium fields (a bit wonky ik) as they're almost always there. I don't really know if there's any other way of doing it, or if anyone's tried anything similar before, but a random map-wide spawner of just random Neutral stuff, be it Ion Storms, Visceroids, Maruaders or anything else is what I'm looking for. Thanks for the help from everyone on the previous topic btw.
  3. 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
  4. 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="" />
  5. 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.
  6. 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.
  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. 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.
  10. 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.
  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 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
  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. Fairly simple request as its in the title. 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.
  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
  16. 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.
  17. Thanks for the info man. When I get around to setting up GMAX with the right stuff, I'll take a look at it myself. I can't find anything about 3DSMax 9 anywhere, it seems like its completely disappeared from the web these days; and I'm a blenderphile so I'm not used to Autodesk software.
  18. 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.
  19. Is it possible to make rain happen without it being based on map? So like, just a random weather choice before the game starts, rainy / plain etc. I've not touched worldbuilder since Generals, so I'm not too worried if its not possible; but I've been thinking about it. :>
  20. Sure PM's is fine, sorry about the delay. x3 I've been considering adding CABAL Eva for Marked of Kane, pretty sure I'm going insane here, but every time I play Tiberian Sun I want to implement more of the game in Kane's Wrath. lol I've written some basic stuff with the AI thing, using the old animalAI update or whatever it is for the Visceroid, but I didn't know it was used for lua. :3
  21. Nowaru

    Kanes Wrath Skirmish AI Schemas

    Yeah. I've kinda messed around with how GDI works, they don't have any stealth detection vehicles anymore and the surveyor does the same job as the Mobile Sensor Array as in Tiberian Sun, making GDI's attacks on Stealthed Nod more difficult. I've been trying to achieve the weird unbalance that Tiberian Sun had, with Nod being weak but trolly and GDI having powerful units, but I want Nod to be able to fight back; (unlike how Tibsun was rushed) the changes should make Nod's support powers more deadly. But the Rig now serves as GDI's expansion vehicle, essentially being like an assault expansion, but I had to call it the Surveyor and change the deployment stuff just so the AI would build and deploy it.
  22. Nowaru

    Kanes Wrath Skirmish AI Schemas

    This is awesome dude, I've been wanting to see the AI XML for a long time; mainly because I made a crappy workaround to get the AI to build a different kind of expansion unit, (rather than the surveyor) by doing a name change and spoofing the command to deploy it. With this I should be able to implement it properly, once I wrap my head around how it works. Thanks.
  23. Don't worry about it. I keep getting distracted with War Thunder lol. I end up working on mod one minute, procrastinating because of a damn event the next. xD But yeah, I could do with some help, if you don't mind; Lua just looks alien to me atm.
  24. Yeah, I still don't understand Lua though, whether you write it inline with the XML or what you do with it lol. Is it that stuff that's written with: "<script> </script>" Because I've written some of that myself for a particular model to display its subobjects, but I wasn't sure how you'd use it in regards to the XML otherwise. I'd like to have visceroids spawn around 50% of the time and I figured I could just do a simple random number check, and it looks kinda similar to Javascript imo, but I have no idea how to write it in lol. And I kinda see what you mean, with spawning at fields, not sure how you'd give them spawn parameters, if that's even possible lol.
  25. 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. 😀