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    Kanes Wrath

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  1. You have to add a type to the sounds or it won't be able to find them, which is either Multisound if the filename ends in MS or AudioEvent if it doesn't. For example I gave the Mantis to NOD and I made a copy of it. I had to change <AudioEntry Sound="NOD_Mantis_VoiceAttackMS" AudioType="voiceAttack" /> into <AudioEntry Sound="Multisound:NOD_Mantis_VoiceAttackMS" AudioType="voiceAttack" /> and so on. You'll have to put back the W3DContainer etc. for models too. I am making a SciTE script to automate a lot of this but it doesn't work very well yet.
  2. The problem was just that I was using an ancient version of WrathEd. With the update everything worked great. It's just a simple thing but it's always nice when stuff works!
  3. I don't know if this question counts as frequently asked but it's mentioned in this very thread, also here and I ran into the same issue. That's at least three times, so I would like to contribute it, with some additional detail. I have WrathEd but it won't work! Make sure that you're using the newest version of WrathEd, which you can get here: https://forums.cncnz.com/topic/19116-unofficial-wrathed-108-gamma-released/ The version that is on ModDB is very old, but it's unfortunately the easiest one to find on Google. If you were using an old version of WrathEd, clean out any old stuff that might be left behind. Make sure to delete the WrathEd folder out of your Documents. You should also try running the .bat files in a cmd window rather than just double clicking them so you can read any error messages that might otherwise pop up too fast.
  4. While having a different problem with compiling I noticed that I somehow ended up with a pretty old version of WrathEd. The About box says it's version 1.002. So I tried to get a new version and downloaded the ones here, both 1.07 and the beta from 2014. However neither of them actually work: both double clicking the icons or running the bat files will not actually do anything. The program looks like it's starting to run and then immediately exits without popping up any kind of message or error or anything. Apparently someone else also had this problem also but there's no fix mentioned in that post. I'm using Windows 10 and the .NET Framework 4.0 is already installed so that isn't the issue. How can I get it to work?
  5. Thanks for investigating! Unfortunately that issue just seems to be a result of copy-pasting to/from here rather than something wrong with my code. I did the same find function thing as you, only I copied from my original code rather than the post, and it matched. Just to make sure, I looked at all of my source files in a hex editor to verify there were no invisible characters or Unicode weirdness and all of them were fine.
  6. Hi, I am trying to do a simple KW mod that will add units to different factions. However I can't seem to make a functioning LogicCommand to build anything. I made a file called LCS.xml that modifies the Factory and the Hand of Nod. <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommandSet id="NODDropZoneCommandSet"> <Cmd>Command_ConstructNODAttackBike</Cmd> <Cmd>Command_ConstructNODScorpionBuggy</Cmd> <Cmd>Command_ConstructNODRaiderTank</Cmd> <Cmd>Command_ConstructNODHarvester</Cmd> <Cmd>Command_ConstructNODMCV</Cmd> <Cmd>Command_ConstructGDIMCV</Cmd> <!-- added this line --> <Cmd>Command_ConstructNODFlameTank</Cmd> <Cmd>Command_ConstructNODBunkerTruck</Cmd> <Cmd>Command_ConstructNODBeamCannon</Cmd> <Cmd>Command_ConstructNODStealthTank</Cmd> <Cmd>Command_ConstructNODMobileArtillery</Cmd> <Cmd>Command_ConstructNODAvatar</Cmd> <Cmd>Command_RepairVehicle</Cmd> </LogicCommandSet> <LogicCommandSet id="NODHandOfNODCommandSet"> <Cmd>Command_ConstructNODMilitantSquad</Cmd> <Cmd>Command_ConstructNODMilitantRocketSquad</Cmd> <Cmd>Command_ConstructNODSaboteur</Cmd> <Cmd>Command_ConstructNODFanaticSquad</Cmd> <Cmd>Command_ConstructNODBlackHandSquad</Cmd> <Cmd>Command_ConstructNODTibTrooperSquad</Cmd> <!-- added this line --> <Cmd>Command_ConstructNODShadowSquad</Cmd> <Cmd>Command_ConstructNODCommando</Cmd> </LogicCommandSet> </AssetDeclaration> Then I made LC.xml and tried to define a Logic Command: (I eventually want to make my own NODTibTrooperSquad so the object is just a placeholder for now) <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommand Type="UNIT_BUILD" id="Command_ConstructNODTibTrooperSquad"> <Object>MarkedOfKaneTibTrooperSquad</Object> </LogicCommand> </AssetDeclaration> It compiled in WrathEd without any errors. When I got into the game, my Factory was able to produce a GDI MCV but the Tiberium Trooper didn't show up in the Hand of Nod at all, so my LogicCommandSet works but there seems to be something wrong with my LogicCommand. (I looked at my mod's .big in WrathEd and Command_ConstructNODTibTrooperSquad existed but had 0 AssetReferences, while all the game's built-in Command_Construct* commands have a reference to the thing they're supposed to build. So I feel like that might be what I'm doing wrong but I am not sure how to fix it...) If it's needed, my Static.xml looks like this: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <!-- Main Mod File for Static Data --> <Includes> <Include type="reference" source="DATA:static.xml" /> <Include type="reference" source="DATA:global.xml" /> <Include type="reference" source="AdditionalMaps\MapMetaData_Global.xml" /> <Include type="all" source="LC.xml" /> <Include type="all" source="LCS.xml" /> </Includes> </AssetDeclaration> Anyone know what could be wrong?