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Luke Danger

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Everything posted by Luke Danger

  1. I've been bashing my head against the wall on this issue and both google and the WrathED documentation is not able to help. I downloaded WrathEd and ran into the 'units make no sound' issue with my first test, and was able to find the answer here. This has been working for the standard audio (move, attack, etc.), but when I get to special abilities such as GDI Zone Trooper/Commando Jump Jets or GDI Riflemen digging in, nothing I do seems to work and they remain silent. Guns and some contextual abilities like commando C4 still seem to work fine, but jump jets, dig in, and Awakened EMP do not. According to the WrathEd documentation, I am supposed to pull up the StringHash for it. For the example of the Annhilator Tripod that is provided in the WrathEd documentation: However, when I look up the stringhashes they are in a completely different format. I pulled this from WrathEd 1.07 Gamma, but when I tried other WrathEd downloads they all seemed to come in the same format. I am getting them through WrathEd -> Open SkuDef... -> data/stringhashes currently. Am I just trying to pull the StringAndHash from the wrong source? I've tried to guess and check based on names, but it isn't working.
  2. Thank you, that was where I was confused. Unfortunately it doesn't seem to be working still. For example with GDI Riflemen digging in: The original line from WEd is: I had previously tried updating it to: Which aligns with the SpecialPowerTemplateInfantryDigInTrigger based on the WEd documentation, Unfortunately, there are still no voices, even when I try setting the name to variants like 'SpecialPowerInfantryDigInTrigger' or even 'voiceInfantryDigInTrigger' like the others, to no avail. I also tried with TriggerJumpJets on some Zone Troopers I had given ZOCOM in my mod, and again no effect. I'll try again on 1.08 or 1.10 for WrathEd tomorrow to see if that has any effect. EDIT: Okay, for some reason WrathEd 1.08 wasn't actually loading the unit information; the sample mod does have it's miscellaneous stuff loaded like changing the quit to 'quit sample mod', but all the actual gameplay stuff isn't loading... so that test is a bust. :/ 1.10 didn't seem to have the 'buildmod' file, just the WrathEd tool itself for pulling out information. Tried to fix it from some googling - such as this thread to see if the issue was I just didn't put "DATA" into the Static folder, but that wasn't helping either. Only the misc.big file seems to be having any data; the rest just exists as what I'm guessing is a 1kb empty file.
  3. Sometimes you have something that plays well but alienates the IP's fanbase. I could see how, with mainstream C&C being so distant, there's a generation that wouldn't be turned off by what they did. The initial presentation was not great for any longtime C&C fans - GDI riflemen looking nothing like their previous versions and instead being Halo ODSTs with Gears of War rifles, characters looking nothing at all like their previous incarnations, and casually throwing in things like Rising Sun units without IIRC a proper Rising Sun faction and instead just giving GDI King Onis. There were a lot of good reasons to be wary of it as a low-effort cash grab. Tiberium Alliances at least felt more like it was playing as a mobile version of C&C 3 with some TT units to fill in the gaps (though the plot was nonsense), and Rivals had some good ideas like GDI having sonic emitter infantry and tried to recreate the basic gameplay loop (though not having played Rivals, I will restrict my commentary to unit design and art). Heck I actually wasn't that opposed to the idea of 'Steel' as a resource had they made 'tiberium can be used as a feedstock' so you gather tiberium then refine it into the resource type you need - that actually would be a cool way to really hammer home just why tiberium is so valuable despite the dangers by making it part of the gameplay loop. Though if they've managed to figure out a way to make it not a pay-to-win, then I hope that gets implemented in other mobile games.
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