Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

25 Very Good

About Stygs

  • Rank
    Sergeant Major
  • Birthday 12/03/1985

Profile Information

  • Location

Recent Profile Visitors

4,374 profile views
  1. <SpecialPower id="ModuleTag_Curse" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseUpdate" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" TriggerSound="NOD_Redeemer_RageGeneratorMS" CurseFX="FX_TEMPLarge" CurseFactor="1.0"> <AffectObjectFilter Relationship="ENEMIES NEUTRAL" Rule="NONE" Include="SUPER_WEAPON"> </AffectObjectFilter> </CurseSpecialPower> "Curse" is a leftover fom BFME that resets the targets specialpower. "CurseFactor" is the percentage, ie 1.0 sets it back by 100%, 0.5 sets it back to 50% (afaik). Not sure how much it helps by whatever your traying, but it might be usefull.
  2. I never realised before that the supervisor face is basicly just the human image turned upside down - and now that egozi found some early sounds for the scrin in the TW files that basicly sound like the Protoss, (just in some made up alien language instead of english), I starting to think Alex06 was right. Maybe they were intended to be Aliens and changed during development to stand out more from the humanioid aliens that most sci fi games seem to have.
  3. Well, the yellow blue robot in the header is clearly a redeemer while the soldiers next to it seem based on RA2 tesla troopers, so I guess it was made after KW. The concepts on the bottom of the page look like Forgotten vehicles (using GDI parts like the slingshot cannons), so it might either be early ideas for a second TW addon or (more likely) it might have been an early idea that later lead to Tiberium Alliances. EDIT: One of the drawings has a TT Titan in the corner, so I guess they would have been made after TT.
  4. Well, it certainly would explain why the portal in CNC4 was humansized. But since one of the IDB entries mention that the Tacitus was NOT made by the scrin themself, there has to be other races in the mix. But in all honesty, right now I think the picture is something else: LEGION, the AI based on human and scrin technology, hence a CABAL style head (just more human this time) with a scrin background. Hence also the slight pink color - just like in the KW ending cinematics.
  5. Thats controlled by ParkingPlaceBehavior: NumRows="2" NumCols="2" Lets just say this uses leftoever codes from CnC Generals, so the number of possible landing slots is NumRows * NumCols. That also defines which bones the aircraft will look for while landing. However, I tried to add more landing pads once and as far as I can tell, EA never added support for more than 4 landing pads to the game.
  6. Stygs

    w3x viewer

    This is the proper color display for the model you selected. Try selecting the NUVert_SKN.NEWSKIN mesh or NUVert_SKN model.
  7. Stygs

    w3x viewer

    Thats normal. The part you selected has the distorion shader applied, hence its only displayed as bright colors in the viewer.
  8. Last time I saw him, he seemed rather angry and didnt seem to care much for CnC anymore. I wouldnt bet on him or his page coming back.
  9. The position for the mod.str depends on the compiler/buildmod.bat you are using. I think by default it should be in the same folder als the mod.xml.
  10. Seems to work again after replacing the Buildmods and Tools folders with the ones Lauren supplied. No idea what exactly caused it, but lets hope it works for now.
  11. Hi guys, I got a very weird problem and no idea whats causing it. I startet modding TWA again a couple of days ago, but something changed today because suddenly, the compiler is unable to find the orginal TW assets - everything modded that usses vanilla assets is invisible and giving me the usual "Warning: Unknown asset:" message. However, new assets work fine and unmodded vanilla objects are displayed correctly (so its not caused by corrupted game files). The weidest thing is that it worked yesterday (make a video for my cluster missile) and its not related to TWA (happens with my other testmods too). Reinstalled the SDK and tried the mod studio, but same problem. The only thing I remember is installing a bunch of windows updates, but I cant think of any reasons why they would break the SDK :/
  12. The short version is: Before the CnC3 release, EA released a semi scientific document on how tiberium works. It was a cool and interesting idea to promote the game, but it basicly contradicted every single thing the earlier games said about how Tiberium works. Basicly: Old Tiberium extracts minerals and organic componets and turns them into the Tiberium cristals, turning earth into a alien planet full of mutated Tiberium lifeforms. New Tiberium simply turns EVERYTHING into crystals, turning earth into a big tiberium crystal. Not to mention that elements like the Tacitus or CABAL were basicly forgotten in TW and only brought back in KW because the fans demanded it. And lets not forget about the lack of cyborgs, mechs, hover or underground units, sonic weapons... TW has basilcly the same unit rooster for GDI/Nod as TD, just with some more air units.
  13. yeah, all SpecialObjectFilter NEED to be the SAME, otherwise one nugget will be able to fire the weapon.
  14. Your ActivateLaserNugget needs a filter too.
  15. You cant, thats part of the model. The Riflemen have the muzzleflash animated on its own while militants just have it follow the gun. Hence mixing them results in something like this.