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Everything posted by Stygs
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And once again I am at wits end with my current idea: The PAC can call an Ionstorm that stays untill the PAC gets another command and then starts charging. I tried the same for my hacker but its bugging out: The abillitys never needs charging and ignores the PackTime - they can use the abillity, move somewhere else and use it again without having a cooldown or requiring time to undeploy. <SpecialPowerTemplate id="SpecialPower_CABAL_HackerSquad_HackTheSky" ReloadTime="45s" TargetType="NONE" /> <OCLSpecialPower id="ModuleTag_OCLSpecialPowerCallAirstrike" SpecialPowerTemplate="SpecialPower_CABAL_HackerSquad_HackTheSky" UpdateModuleStartsAttack="true" OCL="OCL_CABALHackerDummy" CreateLocation="USE_OWNER_OBJECT" /> <OCLMonitorSpecialAbilityUpdate id="ModuleTag_DeployIonStormUpdate" SpecialPowerTemplate="SpecialPower_CABAL_HackerSquad_HackTheSky" StartRechargeOnExit="true" PackTime="2s" UnpackTime="3s" UnpackSound="REALLYLOUTTESTSOUND" /> I also want the soldiers to play a specific animation while the abillity is activ. Any idea how? Just use a dispatch and a copy of the above code with an dummy OCL?
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pretty sure Kalle isnt female oO
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Objectfilter on FireOnObjectsNugget?
Stygs posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
After a short break, I am back to CNC modding and ran instantly into a problem >_> One of my units has an abillty that uses WeaponFireSpecialAbilityUpdate to fire an attributmodifer on every enemy in a certain radius (its just fires at its own position and has a huge radius). That worked fine. Now I wanted to use FireOnObjectsNugget to fire another weapon on all enemys but as soon as I use "Relationship="ENEMIES NEUTRAL"" as filter, it stops working. <WeaponTemplate id="ScrinCorruptorToxicSuicideBomb"> <Nuggets> <AttributeModifierNugget PartitionFilterTestType="SPHERE" AttributeModifierName="AttributeModifier_CorruptorToxicBomb" Radius="300" > <SpecialObjectFilter Rule="ANY" Relationship="ENEMIES NEUTRAL" Include="INFANTRY VEHICLE" Exclude="AIRCRAFT"> <xi:include href="DATA:Includes/Filter/Commandos.xml" xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:ObjectFilter/n:Exclude/child::*)" /> <xi:include href="DATA:Includes/Filter/Epics.xml" xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:ObjectFilter/n:Exclude/child::*)" /> </SpecialObjectFilter> </AttributeModifierNugget> <FireOnObjectsNugget Radius="300.0" Weapon="AlienCorruptorContaminate"> <Filter Rule="ANY" Relationship="ENEMIES NEUTRAL" Include="INFANTRY VEHICLE" Exclude="AIRCRAFT"> <xi:include href="DATA:Includes/Filter/Commandos.xml" xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:ObjectFilter/n:Exclude/child::*)" /> <xi:include href="DATA:Includes/Filter/Epics.xml" xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:ObjectFilter/n:Exclude/child::*)" /> </Filter> </FireOnObjectsNugget> </Nuggets> </WeaponTemplate> The Attributmodifer works fine, but the filter on FireOnObjectsNugget stops working as soon as I add a Relationship entry and I dont understand why Any other idea how I can prevent AlienCorruptorContaminate from firing on alied units? (SpecialObjectFilter doenst seem to have any effect on it). -
Objectfilter on FireOnObjectsNugget?
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Sounds good, but didnt work - if I add it to the FireOnObjectsNugget, it still fires on my own units. If I add it to the TintObjectsNugget on my AlienCorruptorContaminate weapon, the nugget stops having any effect. This TintObjectsNugget stuff is just weird. I used CANNOT_BE_SOLD but I kinda doubt that anothrt state would make a difference. -
Yeah, RA2 hit pretty much the sweet spot between seriousness and sillyness. YR and RA3 didnt work as well in that regard :/
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Uh, Pokemon zeta/Omikron exists for years and as far as fanmade games go, they seem to be pretty good. https://www.reddit.com/r/pokemonzetaomicron/comments/2f7elj/pokemon_zetaomicron_1410/
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Adding capturable ferry boat to Tiberium Wars
Stygs replied to Luvaskot's topic in Tiberium Wars / Kane's Wrath Maps & Modding
No idea if these bugs are fixable - I would suggest comparing your code to the Hovercrafts used in the campaigns. -
Adding capturable ferry boat to Tiberium Wars
Stygs replied to Luvaskot's topic in Tiberium Wars / Kane's Wrath Maps & Modding
No idea about the last problem, but the first ones are caused by the lack of a collision box on the model. -
Petroglyph's 8-Bit Armies / 8-Bit Hordes/ 8-Bit Invaders
Stygs replied to HOPE1134's topic in Gaming Discussion
Well, they made a Star Wars RTS once so I wouldnt be supprised to see something in that direction - some kind of TS/Star Wars mix with Titans and AT-ATs as tanks. -
Non-Aggressive nor Engaging Unit
Stygs replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The selection decal under the unit is the decal from the ExperienceLevelTemplate, usually found in ExperienceLevels.xml. -
Combine/uncombine special power
Stygs replied to Ravendark's topic in Tiberium Wars / Kane's Wrath Maps & Modding
As far as I know the cursors for the Combine SP are hardcoded - if you rename the Specialpower (or make a copy) it wont work. -
Petroglyph's 8-Bit Armies / 8-Bit Hordes/ 8-Bit Invaders
Stygs replied to HOPE1134's topic in Gaming Discussion
'Back to the days of Minecraft'? Minecraft is younger than CnC3! -
Got even more time - they need to formally declare their intention to leave to the EU before the 2 year timeframe kicks in (and the negations start). And even the two years could be expanded if needed. I doubt it - as the Brexit shows, public opinion can easily change in a couple of month and I would give people time to cool down before making any rash decision about scotland. So far, only one thing is certain - Cameron left his mark on the UK and will be remembered for a long time - one way or another.
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Well, right now they are still a member of the EU and if they want to trade with the EU they still need to follow EU rules so they didnt win to much in terms of "making own decisions" Shame about losing a major EU member, but the UK allways had a special place in the EU and I think they going to sufer a lot more from this decision than the EU. But I cant help and wonder how it plays out for Scotland and Nothern Ireland in the long run... Personally, I got the impression that the whole Brexit thing was mainly done by some politicians to keep themself in the news and they are just as supprissed as anyone else.
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Same w3x model works well in TW but error in KW
Stygs replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Pretty much the same. No idea if it works in KW as I never modded KW. -
script error while importing W3X into 3DS Max
Stygs replied to Violetnred's topic in Tiberium Wars / Kane's Wrath Maps & Modding
http://www.ppmforums.com/viewtopic.php?highlight=w3x+import&t=24246 Somewhere in the middle of the topic.- 8 replies
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- importimport w3x
- export w3x
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(and 3 more)
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Why vehicle transportcontain could immune clear building attack?
Stygs replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Isnt TransportContain immun by default? As far as I remember, you could never clear out an APC with flamethrowers. -
script error while importing W3X into 3DS Max
Stygs replied to Violetnred's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You need a tool to combine the extracted parts back to a normal w3x model before importing them.- 8 replies
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- importimport w3x
- export w3x
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(and 3 more)
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Puzzled by T59BlinkMastermind
Stygs replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yes, in KW. In TW AoE mindcontroll is bugged and as far as I know there is no way to fix it. Btw, every unit has it because they are all based on the same template. And if you want to change the duration, you have to edit EVER. SINLE. UNIT. IN. THE. GAME. Yes, its broken in TW. As far as I know it was fixed for KW. -
Puzzled by T59BlinkMastermind
Stygs replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thats controlled by the TemporarilyDefectUpdate inside the units. -
Infantry Stealth Upgrade
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thats... quite a nice idea and seems to work fine so far in my test. Thanks! -
My idea was simple: Have an upgrade that makes a squad stealthed. Sounds pretty straight forward. So I added this simply code to the squad members (since the Shadow Teams InvisibilityUpdate is also defined in the soldiers not the squad object). Except it doenst have any effect ingame - no tranparency, no sound or FX when attacking... Any idea what I missed here? (base objects doent have anything stealth releated) <InvisibilityUpdate id="ModuleTag_Invisibility" UpdatePeriod="0.5s" OpacityMin="40%" OpacityMax="70%" > <InvisibilityNugget EnteringStealthFX="FX_NODInfantryStealthTransitionOn" LeavingStealthFX="FX_NODInfantryStealthTransitionOff" ForbiddenStatus="IS_FIRING_WEAPON IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING USING_ABILITY ENCLOSED" /> <RequiresUpgrade>Upgrade_FORGOTTENCameoflage</RequiresUpgrade> </InvisibilityUpdate> <StealthUpgrade id="ModuleTag_InvisibilityTrigger"> <TriggeredBy>Upgrade_FORGOTTENCameoflage</TriggeredBy> </StealthUpgrade>
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Infantry Stealth Upgrade
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Not sure if its really related to refreshing as the Nod claoking field uses the same mechanic and is working fine. From what I can tell, it only works with Object upgrades, as soon as I use an Player upgrade the whole thing stopps working. Guess I need to trigger an object upgrade once the player one is researched. -
Infantry Stealth Upgrade
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Have you tried it with a player upgrade? Gave the same code with an diffrent trigger upgrade to a vehicle and it didnt have any effect either. Other than not working with player upgrades, I cant think of any other reason D: -
Infantry Stealth Upgrade
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
ReinvisibilityDelay is allready part of the base objects, the spelling is the same in all files and it works fnie when set to STARTS_ACTIVE. Really running out of ideas here xD