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About Madin

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  1. I have tried it in the past and nothing happens. I do not think it is working.
  2. Oh... I believe that the radar being enabled sound is a UI (or GUI) related sound. I do not think that you can have faction specific versions.
  3. https://ppmforums.com/viewtopic.php?highlight=eva&t=21238 https://ppmforums.com/viewtopic.php?highlight=eva&t=33221
  4. <CanEnterFilter Rule="NONE"> <IncludeThing>NODShadowSquad</IncludeThing> <IncludeThing>NODShadow</IncludeThing> </CanEnterFilter> Try this for the 'CanEnterFilter'.
  5. Oops! That would be your issue. Follow the documentation that EA provides with the mod SDK for what to do when it comes to exporting your model. The Killakanz tutorial will cause you issues if you follow it.
  6. The 'SlowDeath' module accepts a 'Weapon' element (along with FX, OCL, Sound, and DieMuxData). Each of these elements have a 'Type' attribute, where you define the phase of the objects death that the element works at. <xs:simpleType name="SlowDeathPhaseType"> <xs:restriction base="xs:string" > <xs:enumeration value="INITIAL" /> <xs:enumeration value="MIDPOINT" /> <xs:enumeration value="FINAL" /> <xs:enumeration value="HIT_GROUND" /> </xs:restriction> </xs:simpleType> So all you would have to do is to add a 'Weapon' element to the (aircraft) 'GameObject' 'SlowDeath' module, and set the 'Type' attribute to 'HIT_GROUND'. Inside the 'Weapon' element. you would have another element called 'Weapon' that would contain the name of the weapon that will cause the damage. <Weapon Type="HIT_GROUND"> <Weapon>SovietBadgerBomberDeathWeapon</Weapon> </Weapon> <!--This is from Red Alert History--> Here is an example of a full aircraft death module that does damage when it crashes: <SlowDeath id="ModuleTag_Death" SinkDelay="0s" SinkRate="4.5" DestructionDelay="2.25s"> <OCL Type="HIT_GROUND"> <OCL>OCL_NodCargoPlaneDebris</OCL> </OCL> <Weapon Type="HIT_GROUND"> <Weapon>SovietBadgerBomberDeathWeapon</Weapon> </Weapon> <Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS"/> <DieMuxData DeathTypes="ALL"> </DieMuxData> </SlowDeath>
  7. If you have correctly installed the files that come with the C&C3 Mod SDK (the SDK comes with detailed instructions), then when it is time for you to export your model into a W3X, you select export and change the file type to .w3x. You will get a few shader errors, but these can be ignored. If you have done this and you are still getting issues, you will have to give more details, because the W3X export failing is not something I have heard of if the files provided by the SDK are installed correctly.
  8. I can see the CGF GDI Harvester changes. If you cannot remember what you did different for that Harvester (I do not mod Kane's Wrath, so the other faction harvesters do not matter), then I will have to make do with the smaller geometry settings.
  9. So he changed the geometry settings, makes sense... but you do not know what the 'other stuff' was? If you can let me know how to check out what CGF changed, that would help. The LUA sounds 'complicated'.
  10. Does anyone have any ideas on how to deal with a single AI harvester stalling, and that harvester causing a ripple effect were other harvesters cannot dock at a refinery (ie the circling the refinery issue). Obviously for a human player it is no big deal to fix, but for the AI it can easily cripple their economy. Note I am not talking about the Nod harvester stall issue.
  11. RA3 weapon code has quite a few fixes. It seems much better than C&C3 code.
  12. I have done lots of tests in the past, I was mainly wondering if anyone had come up with a solution.
  13. Thanks for your answer. Sadly it is not the cause!