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Stygs

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Everything posted by Stygs

  1. Well, to be honest I also had more than one nickname.. Went by "Chriz" during the TS, RA2 and Generals times, but when BFME was released and new (german) modding forums poped up, I switched to "Colabär" (a referenz to the then popular Coca Cola polar bears). But that name got boring over time and when my focus went back to CnC, I wanted a new nickname that was short, not a referenz to something and unique (variations of "Chris" were pretty common). I think I choose the "StrangeGuyWithAGun" name for photobucket because I didnt want to use Chriz but couldnt figure out a better one... And somewhere along the line I listend to Styx, managed to mispell the name and decided to keep it that way
  2. Not sure what my old Photobucket account has to do with anything. oO The name "Stygs" is in fact as misspelling of something I heard while creating the account as I didnt want to use my old account names. https://www.youtube.com/watch?v=ZNMOj8HCsLQ
  3. Any idea what model? I distantly remember reading that the Yuriko model was more revealing in the early phase....
  4. Not sure if the Marv anim is different in the final game, havent seen it in ages. http://www.lauch3d.com/CnC3KanesWrath.html also has some early pictures from some units that the guy worked on for KW, but the differences seem to be minor.
  5. All the box needs is "Export geometry" (its a box), "Hide" (its invisible) and "OBBox" (its an Object Bouding Box). Shaders and textures wont be exported for it anyway.
  6. WEAPON_UPGRADED_01 is a status, NOT a modelcondition.You need to add a modelconditionupgrade that gives USER_1 or something like that. Might also be usefull to post the wepaoncode and tell us how exaclty the weapon should work. Since its a WeaponSlotHardpoint it might be unable to turn and thus never finds a target.
  7. And if you even bothered to simply import your skeleton into 3ds, you would have noticed what all of you bones are on the right side of your skelleton so of course there wont be bones on the left side to fire.
  8. Indeed, its looks just like a model swap.
  9. Propably because the Behemoth has only 10 GarrisionBones. If put in 2 GDI RiflesSquads, you have 12 soldiers, so 2 soldiers end up without an assinged bone. In theory, you can have multiple PassengerFilter entrys in a contain module.
  10. Have you tried removing the garrision related kindofs? I removed them from the slaughterhouse in TWA after seeing that the Crusher Crane is also missing them, but I havent used it in ages, so no idea if there if its still bugged.
  11. Well, during one GDI Mission briefing its clearly associated with GDI. Kinda interesting that China is marked as Nod, never noticed that before.
  12. Yeah, you said that allready, but what EXACTLY did he do? From what I can tell, he increased the texture resolution and replaced the Nod Logo with a less pixelated one. Not exactly a major difference.
  13. Would be nice to know what exactly he did as I fail to see any difference. (and doenst UHD refer to the screen resolution, not the texture resolution?)
  14. I know that - the soviet ending made the connection perfectly clear, but TDs story can stand perfectly on its one (like it was intended). It never needed to have a time travel origin story attached to it. Particularly if you need fan theories to explain the plot holes (an lets not mention RA2/3 here as they screw the story up even more). (dont get me wrong, I loved RA1, but the connection with TD was superfluous) And it doenst explain anything about Nods weaponry (which was allready explained in the TD manual anyway) as every single unit shown in TD was either made up or based on real US military vehicles, so giving Nod strong ties with the soviet government made no sense. Not to mention that Russia was part of GDI anyway....
  15. Have to admit, as much as I like Renegade, I happy that they scapped RG2 - Renegade had great gameplay, but the whole RA => TD idea is stupid beyond imagination. It makes no sense storywise, the tech development from RA to TD also makes no sense and I think it kinda lessens the impact of the whole modern/near future setting that TD/TS/TW had. Not to mention that Renegade was a rather lose adaption of TD, so who knows how a Red Alert setting would have turned out. Now that I think about, its kinda supprising that there is no indie game with Renegade style gameplay...
  16. If you want the InvisibiletyUpgrade to require an upgrade, remove STARTS_ACTIVE from the Options= line.
  17. "BonePrefix="dpthcharger_ dpthchargel_" Doenst supprise me that this wont work.... As far as I know, you can only use ONE entry für BonePrefix, so its either dpthcharger_ or dpthchargel_
  18. Personally, I prefer using multiple DamgeNuggets with DelayTimeSeconds to get a DoT as the Poison stuff was leftover from Generals and I have no idea if there are any sideeffects (like asyncron errors during multiplayer). Since the Ambulance was able to clean toxics in Generals, its even possible that HEALING damage migth interrupt the poison, but I never bothered to test it.
  19. Moving from the center to the landing pad is not an animation, that just normal unit movement. If the Banshee wont work with this animation, it simply means that the order of bones in the skelleton is different and thus the animation moves the wrong bones. I just reexportet the TWA Banshee with the Wraith skelleton, saves the trouble of remaking the anims.
  20. Forgot to mention: The Attributmodifer DAMAGE_STRUCTURE_BOUNTY_ADD affects the PillageAmount (as far as I know).
  21. When building air units in TW, there are 2 types: Units that need a parking space (aka "VTOL" with a JetAIUpdate like Orca, Vertigo, Stormrider) and units that never need to land at their airport (aka "hover units" with KindOf PRODUCED_AT_HELIPAD like Venoms and Hammerheads). Any unit that doenst fit into one of these groups will have its build icon disabled. GDI: VTOLs are spawned directly on top of their parking spaces. Hover units will by default be spawned on a bone named "HeliPark01" (since GDI has no hover aircraft in TW, the bone is missing from the Airfield). In KW, the bone is waaaayyyy above the airfield and the Hammerhead just falls done until he has reached the altitude defined in his locomotor (while at the same time moving towards the rally point). NOD (slightly more complicated): VTOLs are spawned on top at the center of the building instead of the parking spaces (triggered by LowersOntoParkingPlaceOnProduction=true in the ProductionUpdate). They then stay there for a couple of seconds (triggered by BuildFadeInOnCreateTimeSeconds) and play their JUST_BUILT animation (aka "rising from the underground"). After that, they move to their parking places (Scrin work similiar). Nod hover units behave like any other unit - they are spawned in the center of the structure (its also missing HeliPark01) and then move to the rally point while gaining height. Where does this leave us? 1. You cant use the Hammerhead mechanic for the Banshee as this would also screw up the Venom (it would also not work if the Bansheed uses the JetAIUpdate). 2. You need to make a new JUST_BUILD animation for the Banshee - either rising from the underground or falling from the sky - either way, it NEEDs to be an animation or it screws up one of the other 2 Nod aircraft. Trust me, I dealt with this can of worms a lot when I added the Hammerhead, Wraith, Scourge, Kodiak, Salamcer, Carryall and Banshee in TWA.
  22. From BFME2: ; A ProductionQueueHordeContain passes any units entering it to the ; ProductionUpdate, then add them to the produced units. Behavior = ProductionQueueHordeContain QueueContainModuleTag ObjectStatusOfContained = UNSELECTABLE ENCLOSED ContainMax = 5 DamagePercentToUnits = 0% PassengerFilter = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -COMBO_HORDE AllowEnemiesInside = No AllowNeutralInside = No AllowAlliesInside = Yes NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn ; PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY EntryPosition = X:0.0 Y:0.0 Z:0.0 EntryOffset = X:0.0 Y:45.0 Z:0.0 ExitOffset = X:0.0 Y:-45.0 Z:0.0 EnterSound = RuinedTowerEnterSound End Its only used in ports, so I guess you could put infantry in there and they would be put into the next transport ship build in the port. Very simple: If the unit is hit by DamageType POISON, it will be damaged again every PoisonDamageIntervalData by the weapon damage for a PoisonDurationData amount of time. You dont need any special DamageNugget for it, only POISON type damage and the PoisonedBehavior. However, from what I can tell, the PoisonDamageIntervalData should be type="Time" and not type="SageUnsignedInt". Old test video for TWA: http://s204.photobucket.com/user/StrangeGuyWithAGun/media/Tiberium%20Wars%20Advanced/Poison.mp4.html Everytime the unit attacks a target that fits into the object filter, the unit owner gets PillageAmount of money. NumDamageEventsPerPillage has something to do with triggering additional EVA events/warning, but not sure how exactly it works. From what I can tell, its broken right now: If you attack an own unit, you seem to get money from it (numbers appearing above from the unit), yet your account doenst change. If you add Relationship= to the Filter, it seem to stop working at all.
  23. uh, the bone names should be bone_01, bone_02 and so on, not bone_1. Guess bone_99 is the max. "I want to give it the hammerhead animation if possible, the one where it appears from the skies" Thats not an animation - the unit is just spawned way above the map and falls down.
  24. Well, my beacon uses KindOf="PRELOAD IGNORES_SELECT_ALL TARGETABLE IMMOBILE MINE NO_COLLIDE" and can spot fine.
  25. The problem is not the filter. NONE + IncludeThing works fine (using it for a couple of spotter units in TWA). The problem ist the SensorPod. When looking at my Shadow Squad beacon (works like the KW one), I found an old note from myself: "If you mess with the kindofs, make sure that the SpecterSpotTargetBombard SP works - I had some cases where the filter simply ignored the beacon and the SpecterSpotTargetBombard SP didnt become addvaible." As far as I can tell, the GDI sensor pod needs to have a KindOf like MINE or INFANTRY or VEHICLE or anything similiar to classify the object or the Gamedepency will not work on it. I suggest adding MINE to it and see if that changes anything.
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