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Everything posted by Lauren
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OCLSpecialPower problems
Lauren replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
That's what StartsActive is for. Exactly. Might even not work at all as StartsActive doesn't do anything anymore either. -
OCLSpecialPower problems
Lauren replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
There was... in BFME. One could even toggle it. -
Recalling a psyonic unit ability
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
"need" "want" how about doing something yourself for a change, ps? -
An autodeposit update can have an upgrade which enables a scalar. Additionally you can replace the structure with a similar one but a different auto deposit over time. You can also spawn slaved/child objects which do the actual deposit.
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OCLSpecialPower problems
Lauren replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Could you please post your ocl and spawned object too? -
Technically the supply drop zone is nothing different that a black market/tib spike that gives you a bigger chunk of money with a bigger delay and a fancy animation (and some crates being dropped off in the wrong location sometimes). It's easy to recreate by just have a special power do the drop, using a MonitorSpecialPowerTimerUpdate to set a ModelCondition and using that for a ModelConditionEvent (lua) to fire the sp automatically. (Or just using a FireWeaponUpdate that fires a specialpowernugget, or if it works just by using the OCLUpdate but the original uses DeliveryPayload which was replaced by the StrafeArea stuff in TW) In any case you cannot really replicate ParachuteDirectly = Yes
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Gold was produced by buildings which are basically tiberium spikes. Trees give the same resource, just differently (works have to kill trees with a special weapon type to make the resource accessible and then a harvesting mechanic ala tiberium is used) RA3 had actually multiple resource accounts, but it's either just not used by the UI or never been properly implemented.
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School notes on a foreign language are bs and a total waste of time, you cannot learn a language by looking at notes but by actively hearing and speaking it.
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You could however do not a hitfx at all but add a projectilenugget for an invisible projectile that does the fx stuff.
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It's not just your autocorrect. Your overall level of English makes it very hard to understand you. (@egozi)
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Have to disappoint you there. You don't know what's actually going on 50% of the time and even if you do your English makes it really hard for other to decipher what you are talking about. English is your greatest hurdle here and you really should work improving it, which then could make it easier for you to learn how to mod this game. Understanding is key, and with you it often doesn't really work in any direction. The quoted sentence for example makes zero sense and everyone just has to guess what you're trying to communicate.
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2 problems: 1st: The hitfx is also played a huge number of times. 2nd: Your damage is unreliable. Everything that is under 0.2s has to be emulated (as there are only 5 logic frames per second). Also everything under 0.033s has to be widely interpolated as there's 30 graphics frames per second. Additionally you're drawing the particle 10 times per shot for 10 shots. You are also drawing 5 frames, which means 0.165s while your rof is 0.1
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Come and meet the modding crew + admin of CNCNZ.com
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
Purchased anything in China or Japan? Prices very often end with .88 in China, and for Japan it's usually just an 8 thrown in there (because a Yen is worth nothing) for the reasons in Nmenth's link. -
Allies and HC issues
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
FireWeaponUpdate has the nice FireDelay attribute to do that: FireWeaponUpdate id="ModuleTag_Fireweapon"> <FireWeaponNugget WeaponName="Weapon" FireDelay="1.5s" FireInterval="5.0s" /> </FireWeaponUpdate> -
Come and meet the modding crew + admin of CNCNZ.com
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
Sneaky removing your account name like that ;D I also play on EU, sooo I added you Also it's about 10%/10% and because -
CIaIntel based power + vision range manipulation and stealth detection
Lauren replied to Ravendark's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It's half broken from BFME/BFME2. Yes shroud clearing and vision ranges are two different things (the shroud is basically for the player, the other for the unit as in "this unit cannot aim farther than x") but even if it's all named Vision... in BFME it also had an effect on shroud, don't think it has in TW iirc I know I tested it at some point but I'm not sure if it was just the elevation bonus that's missing or also the shroud clear. Vision Bonus was all about if your unit is elevated compared to the terrain at VisionBonusTestRadius then it'll get a vision bonus (or malus if the value is negative) VisionBonusTestSegments Number of segments to check at the radius to compare. (8 would be every 45 degrees around the unit) VisionBonusPercentPerFoot per foot of elevation (1 WorldBuilder unit = 10 feet iirc, WB will tell you if you create a new map) pretty much explains itself. x feet higher you get x*y bonus. MaxVisionBonusPercent/MinVisionBonusPercent cap of the value above. -
Come and meet the modding crew + admin of CNCNZ.com
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
You need an 8, because 8 is lucky. Also chocolate is a bad combination with dogs There's also a bigger reason behind me changing my nick that often, but I won't explain that. -
Come and meet the modding crew + admin of CNCNZ.com
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
At that point I was all like "so you started as something like Xx Dark Raven Night Lord Xx" And here I was like oO hmkay, guess my first assumption was wrong Damn all dem elves! (Not the tolkien bs, the elves from norse mythology) Sooo... Tyrell, damn Knight of the Flowers! So basically a Blackwood/Stark thing? Wait what? Wait WHAT? WHY WE NO PLAY GW TOGETHER? You also just became about 20% cooler. -
Come and meet the modding crew + admin of CNCNZ.com
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
Asuka- was a mostly random name, though I do like NGE but still random and has nothing to do with it (I actually learned about NGE only after basically everyone was like "oh you like NGE?") Megumi same as before, though I wanted to get away from the NGE harassment (also my main in Guild Wars) (implicit meaning in a lot of mangas/animes was not intended). Ju-Jin (only used at ppm) was playing a lot of UT3 at that time and liked Jester, hence the Js, also used a Jester avatar, otherwise also pretty random. Later, and for other stuff I decided on Lauren (was still into UT3... a few years prior when I played UT2k3/UT2k4 a lot it would probably been Sapphire) Qibbi (Github etc) my main in Guild Wars 2, an Asura. Some others I missed, apart from some super old ones which should be forgotten by now? -
Come and meet the modding crew + admin of CNCNZ.com
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath
Lauren is based off of the Unreal Tournament character with the same name. -
C&C TS: Harvester (made for Tiberian Genesis mod in 2012, updated to unity 5)
Lauren replied to GamePaint's topic in Command & Conquer: General Discussion
It's also way too small. -
It's totally rational for them to do that. If there isn't any driver available anyway there is no point in installing the OS (you wont be able to really use it). Also you don't want your graphics being set back again like it was the case with WinXP where people didn't upgrade thus games had to be made for the outdated DX9 and x86 for ages. Also if you even read the article and not just the headline it's about Windows/Microsoft itself, not the manufacturer of the device.
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Sounds like the game cannot create the options.ini correctly and thus will silently fail to start.
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C&C TS: Harvester (made for Tiberian Genesis mod in 2012, updated to unity 5)
Lauren replied to GamePaint's topic in Command & Conquer: General Discussion
My biggest complaint would be: in its current state it cannot even harvest. It only has connections for hydraulics, but no chute for the Tiberium. -
Your UI takes up way too much space. The colors make it hard to look at after a while (especially the dark green text is hard to read) and may be bad for color blind people (it's mostly a mix of green and red) All your controls are in the bottom middle and right, and make no sense to be split that way. Also, which is actually more important, is you splitting the target name and the select button (just use selectable lists!) that's just bad, stuff that belongs to a group has to be grouped visually. When you're just moving around it's okay to place the keys and map in the middle, but the moment you start fighting everything you look at is top right and bottom left. So you want your action/stats a bit more centered. The log is okay where it is. So if you combine control and target selector (as said before) place the current stats in the bottom mid or something more central. Another point is button flashing. You don't want that. If you have buttons which are inactive grey them out. You only want something flashing if it's important, for example if a button does more than it usually does, or to emphasize that if the player doesn't do that action it might result in a game over screen (they can do other actions but that being the suggested one).
