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About joeb2000

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  1. joeb2000

    Help editing with tibed2 C&C3

    The only way to do that would be use a trainer.
  2. zone trooper (squad) under gdi infantry. The actual drop is under fullassets\gameobject\gdidroppod Which tell it to create a zone trooper veteran squad unit. Which is just a zone trooper squad with a veteran upgrade. Also read what koen wrote, I forgot it uses xml. Also it is just speculation, the game might not like what you are trying to do to it.
  3. You could try changing the "initialpayload" of the zone trooper squad. I have not reinstalled cnc3 yet so I cant try it personally but it sounds plausable. Also what do you mean by "Ranger", what unit ar you reffering to? By doing that I mean something like this. Original section of zone squad <InitialPayload Count="4" Name="GDIZoneTrooper" /> Try Changing it to <InitialPayload Count="3" Name="GDIZoneTrooper" Count="1" Name="GDIRifleSoldier" /> That should produce 3 troopers and a rifleman, just replace the rifleman with whatever unit you were reffering to. Just make sure you get the units proper name. Also remember I have not reinstalled the game so I cant actually test it my self.
  4. joeb2000

    Editting with TibEd 2 beta

    No it only has to be 1.07 for the sdk to work with it (which means tibed to work with it) It is just tibed sets the skudef to 1.09 and if you are using 1.08 (like me) or 1.07 You have to manually edit the file. I may update to 1.09 but my internet connection at home sucks and i dont like doing it unless I have to. Plus I use a crack so I dont have to keep getting the disk out when I want to play and you need the original executable and disk to get an update. My disk is in a box in the garage (moved recently), I keep a backup of the original files for when I need to go online but I am way to lazy to go and unpack anything extra now so if I do an update I have to download the whole thing. As for a trainer I sent you a pm with the address to one for 1.09
  5. joeb2000

    Editting with TibEd 2 beta

    What version of the game do you have?
  6. joeb2000

    Editting with TibEd 2 beta

    If you make a certain unit really strong then try to make them cost an arm and a leg, that way the computer will be less inclined to purchase one. The computer likes to produce the cheapest unti it can as fast as possible. You can also build super weapons and change the time which it takes to use it and increase the damage and radius. If you just want to crush the game then use a trainer, that way the computer wont get any of the advantages you will.
  7. Since this is getting a little off topic I will post my response in your other thread.
  8. You know if you do that and end up fighting a computer opponent who is the sme team IE GDI or nod, they will also build units like that. And trust me the computer exploits anything like that. Do you have .net 2 and 3 installed on your system with a recent sdk? Not sure if you need 2 but it wouldnt work for me until I had installed 2 and 3. Also what version of the sdk did you download and what version of the game are you using?
  9. joeb2000

    Editting with TibEd 2 beta

    Install everything you are supposed to (read your other post), 1. Open a new project 2. Click "open window" button in tibed 3. Expand the "full assets" list 4. Scroll down and expand "weapon template" list 5. Click the weapon you want to change 6. in the window on the right scroll down though the xml file and look for "WeaponTemplateNuggetDamageNugget" Under DamageNugget you will see the value "damage="<number>"" 7. Change that value to what you want the damage to be. NOTE: If you decide to edit more than one weapon you will need to delete the "defines" in all but one weapon. You cant build a mod unless you do this. Simply highlight all the lines starting at <defines> and ending with </defiines> and hit delete on your keyboard. Make sure not to leave a blank line where you deleted the defines from. IE. After you delete the defines it should look like this </includes> <WeaponTemplate Defines normally is between them (P.S. it is not a typo to leave the ">" off of the end of weapontemplate, it is added a little further down). Koen knows about the problem and is working on fixing it.
  10. Yes, tibed uses sdk to build the mod. The tibed interface is just a lot nicer.
  11. Uhh it looks like everything went fine in the building, so is it still not loading the mod for you? Did you try loading the mod with the "Command & Conquer 3 Tiberium Wars Control Center"? It should have put a shortcut to that in the start menu when you installed C&C3. Try loading the mod from there and if it still isnt working post the exact error you are getting. What did you edit, I havent really messed with things to much but in all the other C&C games it is possible to change a value of something to something the game wont understand. Have you tried something simple like changing the cost or build time of an object and jut loaded with that to see if it would work? Start small and add little by little while testing and keep a backup of what you know works incase you mes something up and dont remember what the settings were by default. I personally think that would be a nice option for tibed, a button or pehaps a right-click feature to set an object back to default. P.S. Why is your root drive for vista "D"? Just curious.
  12. Mandigg what version of the game are you using? If it isnt 1.9 then you have to edit the skudef file for the proper game version. Go back a few post and read what I posted about it. There are 7 pages of things, you might want to go back and read them to find answers to some of your problems. That is wehat I did.
  13. Read 4 posts above yours, plus give the actual error you are getting. Koen has said that error may pop up but if it say operation ok try and see if it works.
  14. Did what you said and it worked like a charm(kinda). Just looking at a weapon made me have to delete the define(s) in that weapon even when I didnt change anything in it. It was a pain in the butt to try and remember every weapon I looked at. Is there a log somewhere to show what files I looked at, or tibed has added to the mod? Edit: If I try to launch the mod via the CNC3 control center I get that message. If I launch it via tibed it works though. Edit2: I fixed it, edited the skudef for the mod to be mod-game 1.8 instead of mod-game 1.9 Then just made the skudef read only, that way I dont have to keep editing it every time I build the mod again. Tibed gives me an error about not having access to the file but I know it is ok. Yeah I am to lazy to update every time there is a new patch (which seems quite often). I thought changing the sting (ModGameVersion) in tibed would change it in that file also but I was wrong. So then what does ModGameVersion do then? I made a second edit so if anyone else was having this problem it would help them. Edit3:(man I have a lot to say) Just an FYI, under "GDI buildings" you have "Tiberium Silo". That is the capturable special building on a map. The building for GDI tiberium storage is called "GDITiberiumSilo". Also I noticed you are missing the sonic emitter in the list (yes I know you are still working on adding stuff, just letting you know). It is called GDITerraformingStation in case anyone wants to know. Does anyone know where the command set for the defensive structure build list is? I am referring to if you click the shield icon, the things you can build there. I want to reset the cranes list to be able to build more than silos. However I cant find the list for the defensive structures, only the main list.
  15. Yeah, I didnt notice there were 7 pages of post until after I posted that. I noticed I had to install .net framework 2 and now it work as it is supposed to (almost) Anyway, the reason I am posting this time is because I was messing around with the weapon attributes and get this error. Critical: Definition UNLIMITED_CLIP_SIZE defined in c:documents and settingsjoelocal settingstemptmpxbzpwcmodsdataweapontemplate_gdimammothtankrocketpods.xml is already defined in c:documents and settingsjoelocal settingstemptmpxbzpwcmodsdata weapontemplate_mammothtankrailcannon.xml Operation result=ASSETBUILDERFAILED I have tried simple small things in a bunch of things to see what I can and cant do. After I messed with the damage of the weapons on the mammoth tank I get the error. I didnty actually change that definition at all.