Mosdra
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- Birthday 14/02/1996
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planet Galifrey
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Kane's Wrath Reloaded mod for C&C3 released (updated 5/10/2013)
Mosdra replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
is there a place to get beta for epic and can you give me cnc asseit -
Kane's Wrath Reloaded mod for C&C3 released (updated 5/10/2013)
Mosdra replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Can you please put epic units in it and please answer my post i beg -
Mosdra started following Kane's Wrath Reloaded mod for C&C3 released (updated 5/10/2013)
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i need help with two epics units MARV and eradicator hexapod
Mosdra posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
i need help with two epics units MARV and scrins Marv <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlnssi="http://www.w3.org/2001/XMLSchema-instance" xmlnsi="http://www.w3.org/2001/XInclude"> <Tags></Tags> <Includes> <Include type="all" source="ART:GUMARV_SKN.w3x" /> <Include type="all" source="ART:GUMARV_SKL.w3x" /> <Include type="all" source="ART:GUMARV_ATKA.w3x" /> <Include type="all" source="ART:GUMARV_BLDA.w3x" /> <Include type="all" source="ART:GUMARV_CRSH1.w3x" /> <Include type="all" source="ART:GUMARV_FP.MARV_MAP1.w3x" /> <Include type="all" source="ART:GUMARV_FP.MARV_MAP2.w3x" /> <Include type="all" source="ART:GUMARV_FP.MARVTREADSBACK.w3x" /> <Include type="all" source="ART:GUMARV_FP.MARVTREADSLEFT.w3x" /> <Include type="all" source="ART:GUMARV_FP.MARVTREADSMOVE.w3x" /> <Include type="all" source="ART:GUMARV_FP.MARVTREADSRIGHT.w3x" /> <Include type="all" source="ART:GUMARV_FP.MARVTREADSSTOP.w3x" /> <Include type="all" 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<Include type="all" source="ART:GUMamm_ATKA.w3x" /> --> <!-- Base Object --> <Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" /> </Includes> <GameObject id="C13MARV" inheritFrom="BaseVehicle" SelectPortrait="Portrait_GDIMammothTank" ButtonImage="Portrait_GDIMammothTank" Side="GDI" EditorSorting="UNIT" TransportSlotCount="1" BuildCost="5000" BuildTime="50" CommandSet="GDIMammothCommandSet" CommandPoints="100" KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS UNIQUE_UNIT SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT" RadarPriority="UNIT" ThreatLevel="10" ProductionQueueType="VEHICLE" UnitCategory="VEHICLE" WeaponCategory="CANNON" VoicePriority="220" EditorName="C13MARV" Description="Desc:C13MARV" TypeDescription="Type:C13MARV"> <DisplayName xai:joinAction="Replace" xmlnsai="uri:ea.com:eala:asset:instance">Name:C13MARV</DisplayName> <GameDependency> <RequiredObject>GDIArmory</RequiredObject> </GameDependency> <ArmorSet Armor="GDIMammothTankArmor" DamageFX="VehicleDamageFX" /> <LocomotorSet Locomotor="GDIMammothLocomotor" Condition="NORMAL" Speed="40.0" /> <LocomotorSet Locomotor="GDIMammothLocomotor" Condition="NORMAL_UPGRADED" Speed="80.0" /> <SkirmishAIInformation UnitBuilderStandardCombatUnit="true" /> <Draws> <TankDraw id="ModuleTag_Draw" OkToChangeModelColor="true" InitialRecoilSpeed="16.0" MaxRecoilDistance="10.0" RecoilDamping="2.0" RecoilSettleSpeed="3.0" TreadAnimationRate="2.0" TreadDriveSpeedFraction="0.25" TreadPivotSpeedFraction="0.9" TrackMarks="EXTnkTrack" TrackMarksLeftBone="FXTracksLR" TrackMarksRightBone="FXTracksRR" ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02 MUZZLEFX03"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" RetainSubObjects="true"> <Model Name="GUMarv_SKN" /> <WeaponFireFXBone WeaponSlotID="3" WeaponSlotType="PRIMARY_WEAPON" BoneName="MuzzleFX" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="RocketLaunch01" /> <WeaponFireFXBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="RocketLaunch02" /> <WeaponRecoilBone WeaponSlotID="3" WeaponSlotType="PRIMARY_WEAPON" BoneName="Bone_Barrel_" /> <WeaponMuzzleFlash WeaponSlotID="3" WeaponSlotType="PRIMARY_WEAPON" BoneName="MuzzleFlash_" /> <WeaponLaunchBone WeaponSlotID="3" WeaponSlotType="PRIMARY_WEAPON" BoneName="MuzzleFX" /> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="RocketLaunch01" /> <WeaponLaunchBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="RocketLaunch02" /> <Turret TurretNameKey="" TurretID="1" /> <Turret TurretNameKey="" TurretID="2" /> <Turret TurretNameKey="B_Turret01" TurretPitch="b_barrel_turn" TurretID="3" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" RetainSubObjects="true" ConditionsYes="REALLYDAMAGED USER_5"> <Model Name="GUMarv_SKN" /> <Texture Original="GUMarv" New="GUMarv2D" /> <ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="GDIPPDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedSmoke" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING USER_5"> <Model Name="GUMarv_SKN" /> <Texture Original="GUMarv" New="GUMarv" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" RetainSubObjects="true" ConditionsYes="REALLYDAMAGED"> <Model Name="GUMarv_SKN" /> <Texture Original="GUMarv" New="GUMarv2D" /> <ParticleSysBone BoneName="FXTracksRF" FXParticleSystemTemplate="GDIPPDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksLR" FXParticleSystemTemplate="GDIMammothDamagedSmoke" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="GUMARV_SKN" /> <Texture Original="GUMarv" New="GUMarv2D" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"> <Model Name="GUMarv_FP" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_5" RetainSubObjects="true"> <Model Name="GUMarv_SKN" /> <Texture Original="GUMarv" New="GUMarv" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT"> <script> CurDrawableShowSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="VEHICLE_CRUSH_CENTER"> <Animation AnimationName="GUMarv_CRSH1" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableShowSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableShowSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableShowSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A MOVING"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A"> <script> CurDrawableShowSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING BACKING_UP"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableShowSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING ACCELERATE"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING DECELERATE"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableShowSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableShowSubObject("TREADSRIGHT") CurDrawableHideSubObject("TREADSMOVE") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <script> CurDrawableHideSubObject("TREADSSTOP") CurDrawableHideSubObject("TREADSBACK") CurDrawableHideSubObject("TREADSLEFT") CurDrawableHideSubObject("TREADSRIGHT") CurDrawableShowSubObject("TREADSMOVE") </Script> </AnimationState> <LeftTread>TreadsL1</LeftTread> <LeftTread>TreadsL2</LeftTread> <RightTread>TreadsR1</RightTread> <RightTread>TreadsR2</RightTread> <ArticulationBone ArticulationBoneName="rm_base_treadRF" ArticulationHelperBoneName="FXTracksRF" /> <ArticulationBone ArticulationBoneName="rm_base_treadRR" ArticulationHelperBoneName="FXTracksRR" /> <ArticulationBone ArticulationBoneName="rm_base_treadLF" ArticulationHelperBoneName="FXTracksLF" /> <ArticulationBone ArticulationBoneName="rm_base_treadLR" ArticulationHelperBoneName="FXTracksLR" /> </TankDraw> <scriptedModelDraw id="ModuleTag_FX" ExtraPublicBone="fxtracksLR fxtracksRR fxtracksLF fxtracksRF MUZZLEFX01 MUZZLEFX02 MUZZLEFX03"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="GUMARV_SKN" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <ParticleSysBone BoneName="fxtracksLF" FXParticleSystemTemplate="TreadDust" FollowBone="true" /> <ParticleSysBone BoneName="fxtracksRF" FXParticleSystemTemplate="TreadDust" FollowBone="true" /> <ParticleSysBone BoneName="fxtracksRF" FXParticleSystemTemplate="TreadDirt" FollowBone="true" /> <ParticleSysBone BoneName="fxtracksLF" FXParticleSystemTemplate="TreadDirt" FollowBone="true" /> <ParticleSysBone BoneName="fxtracksLR" FXParticleSystemTemplate="TreadDust" FollowBone="true" /> <ParticleSysBone BoneName="fxtracksRR" FXParticleSystemTemplate="TreadDust" FollowBone="true" /> <ParticleSysBone BoneName="fxtracksRR" FXParticleSystemTemplate="TreadDirt" FollowBone="true" /> <ParticleSysBone BoneName="fxtracksLR" FXParticleSystemTemplate="TreadDirt" FollowBone="true" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <ParticleSysBone BoneName="rm_base_treadlr" FXParticleSystemTemplate="GDIMammothHulkFire" FollowBone="true" /> <ParticleSysBone BoneName="rm_base_treadlr" FXParticleSystemTemplate="GDIMammothHulkFireGlow" FollowBone="true" /> <ParticleSysBone BoneName="rm_base_treadlr" FXParticleSystemTemplate="GDIMammothHulkFireDistortion" FollowBone="true" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COMING_OUT_OF_FACTORY" StateName="STATE_built"> <Animation AnimationName="GUMARV_BLDA" AnimationMode="ONCE" /> </AnimationState> <!-- Transitions --> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_built"> <Animation AnimationName="GUMARV_BLDA" AnimationMode="ONCE"></Animation> </AnimationState> </ScriptedModelDraw> <LaserDraw id="ModuleTag_LaserDistort" UseDistortionShader="true" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".01" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="1" LaserWidth="50"> <FXShader ShaderName="Laser.fx" TechniqueIndex="0"> <Constants> <Texture Name="Texture1"> <Value>FXRailGunCoreDistortion</Value> </Texture> <Texture Name="Texture2"> <Value>FXRailGunCoreMask</Value> </Texture> </Constants> </FXShader> </LaserDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHierarchicalTurret ID="1" ParentID="3"> <Weapon Ordering="PRIMARY_WEAPON" Template="" /> <TurretSettings TurretTurnRate="60" MaxDeflectionAntiClockwise="100d" MaxDeflectionClockwise="20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotHierarchicalTurret> <WeaponSlotHierarchicalTurret ID="2" ParentID="3"> <Weapon Ordering="PRIMARY_WEAPON" Template="" /> <TurretSettings TurretTurnRate="60" MaxDeflectionAntiClockwise="20d" MaxDeflectionClockwise="100d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotHierarchicalTurret> <WeaponSlotHierarchicalTurret ID="3"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIMammothTankGun" /> <Weapon Ordering="PRIMARY_WEAPON" Template="MammothTankRailCannon" ObjectStatus="WEAPON_UPGRADED_01" /> <TurretSettings TurretTurnRate="60" TurretPitchRate="20" AllowsPitch="true" MinimumPitch="-15d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotHierarchicalTurret> </WeaponSetUpdate> <LaserState id="ModuleTag_LaserState" LaserId="0"></LaserState> <Physics id="ModuleTag_Physics" /> <SlowDeath id="ModuleTag_Death" SinkDelay="3s" SinkRate="1.0" DestructionDelay="8s"> <OCL Type="INITIAL"> <OCL>OCL_GDIMammothTankDebris</OCL> </OCL> <DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED" /> <Sound Type="INITIAL" List="GDI_Generic_VoiceDieMS" /> </SlowDeath> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_GDIMammothExplode" /> </FXListBehavior> <ProductionUpdate id="ModuleTag_Production" MaxQueueEntries="1" /> <AutoHealBehavior id="Upgrade_HeroicHeal_01" InitiallyActive="false" HealOnlyIfNotInCombat="true" HealOnlyIfNotUnderAttack="true" StartHealingDelay="5s" HealingAmount="10" HealingDelay="3s"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </AutoHealBehavior> <StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_02"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </StatusBitsUpgrade> <ModelConditionUpgrade id="ModuleTag_AllFactionUpgrade" AddConditionFlags="USER_5"> <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy> </ModelConditionUpgrade> </Behaviors> <AI> <AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="GDIMARVFunctions"> <UnitAITargetChooserData CanPickDynamicTargets="false" SympathyRange="100.0" /> </AIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="10000" /> </Body> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="32.0" MinorRadius="20.0" Height="18.0" ContactPointGeneration="VEHICLE"> <Offset x="-3.0" y="0.0" z="0.0" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="GDI_MammothTank_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="GDI_MammothTank_VoiceCreate" AudioType="voiceCreated" /> <AudioEntry Sound="GDI_MammothTank_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="GDI_MammothTank_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="GDI_MammothTank_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="GDI_MammothTank_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="GDI_MammothTank_VoiceRetreat" AudioType="voiceRetreatToCastle" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="AudioEvent:MammothMoveStart" AudioType="soundMoveStart" /> <AudioEntry Sound="AudioEvent:MammothIdleLoop" AudioType="soundAmbient" /> <!-- <AudioEntry Sound="AudioEvent:MammothTankTurretMoveLoop" AudioType="soundTurretMoveLoop" /> --> </AudioArraySound> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="350" ShroudClearingRange="400" /> <CrusherInfo CrusherLevel="3" CrushableLevel="3" CrushDecelerationPercent="40%" /> </GameObject> </AssetDeclaration> scrin i need help a lot of help sorry for that
