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TheHostileNegotiator

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  1. TheHostileNegotiator

    Simple Projectile Help

    I decided to have a look at the source of the glow. I extracted the Model and Textures used for the projectile. The source of the glow is from mesh NPMISSILE.RPG using textures FXMuzzle and FX2ndPassA. The color of the glow is determined by the vertex colors. Not entirely sure what controls the size of the glow but at least you'll know its in the mesh (I think). It could be possible to use Particle FX but again I'm not entirely sure. Hopefully this helps in some way.
  2. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    New update and added Tiberium Wars schemas to view AI definitions in Tiberium Wars .big files. Refer to Main (First) Post.
  3. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    Thank you for bringing my attention to this. I have provided a fix which you can view in the primary/starting post but for your convenience I'll post it here aswell. I apologize for the issue.
  4. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    You... are... an... absolute... LIFESAVER and GENIUS, Thank You I might have to look through the rest of the files thanks to this new information
  5. Hello Modders, I literally made an account just for this. I have been sitting on this for a while, it is the AI Schema .xml files for WrathEd. I finished making it last year since no one is able to mod AI due to missing Schemas in WrathEd and since I recently saw a question of how to mod AI, I decided to release this. The schema is based of the Tiberium Wars .xsd files that came with the SDK, so there are no Kanes Wrath Exclusive elements or attributes if there are any. Extract the folder and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath" Changed: Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games" I have only used to fix AI bugs (such as BlackHand wanting to use NodEngineer instead of BlackHandEngineer), so I have not done any extensive testing so there may be issues that I am unaware of. The only issue I am aware of only relates to the viewing of the .xml files using BigView (which still may affect compilation), type; AIStrategicStateDefinition where the UnitBuilderSimpleUnitCap Entry will show 80 if any value other than 0 is used and 0 when no values or 0 is used, I think (AIStrategicStateDefinition:CM_1_4_UnitCap_Hard UnitBuilderSimpleUnitCap = 14 according to PurpleGaga KanesWrath XML file. BigView shows 80) (I noticed this with TibWars aswell). The biggest problem is I have no idea how to solve the issue. Problem Solved: Thanks Lauren Hopefully, you should be able to mod almost anything regarding the AI and see new great potential; potential I have been sitting on (I would be curious if someone was to make a new faction with fully working AI, something seemingly impossible in TibWars). Update 1.4: If you have downloaded before 1.2, I would recommend replacing with this version. Additionally if you have downloaded 1.2 and 1.3 are interested in viewing Tiberium Wars Definitions for AI in Tiberium Wars .big files using BigView, I also would recommend replacing with this version. For those who have downloaded 1.3 and you do not want to Re-download and replace follow Patch Guide 2 below as it is a simple fix: For those who have downloaded 1.2 and you do not want to Re-download and replace follow Patch Guide 1 and 2 below as it is a simple fix: Self Patch Guide (1.2 -> 1.3 -> 1.4) Open AIPersonalityDefinition.xml file in the SkirmishAI folder, from Lines 80 to 83 there is an Entry with id "Side" under Asset "AIBuildDelayRange". Delete the Entry. Open AIStateDefinition.xml file, from lines 854 to 859 there is an Entry is id "Budget" remove IsAttribute (basically set it false). Patch Notes: 1.1: An Entry to EntryRelocation 1.2: Changed more Entry to EntryRelocation 1.3: Removed Entry that was not supposed to be there in AIBuildDelayRange which caused BigView to crash when looking at AI Personalities and potentially causing Compilation Errors (Thank you Boxhead78 for pointing out the crash). 1.4: Fixed AccountShare in AIBudgetStateDefinition -> Budget. Can now be viewed in BigView and be properly compiled. Added Tiberium Wars Schemas (To view AI in Tiberium Wars) SkirmishAI_1_4.zip
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