Madin
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Everything posted by Madin
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Does anyone know what would cause a mods saved skirmish game to crash if you attempt to load one? I already have the mod loaded up, and when I attempt to load a saved skirmish game, it gets all the way to the actual saved game loading, and then it will crash, every time. Any ideas?
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Can anyone help me with 'ExecuteAction' Lua scripts? There is this one example in the lua: function kill(self) -- Kill unit self. ExecuteAction("NAMED_KILL", self); end But I was wondering if someone could provide other examples of how other actions could be used (the actions in scripts.ini), eg to do something to another target, etc.
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This is far as I can get installing Tiberium wars on windows 7 64bit. I am using a DVD install, and I have tried disabling the firewall and antivirus, and running the setup as administrator. Obviously others have got TW working fine on windows 7, so what am I missing? The 'Updating component registration' hang, seems to be a known issue, that even occurs on other game installs, although none of the suggested solutions that I tried worked.
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How do you guys mod Tiberium wars these days??
Madin replied to keithfishbiscuit's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Get near real time help here: https://discord.gg/TfdcQTn -
How do I make a unit gain the AttributeModifier Bonus when it kills an enemy?
Madin replied to ravage's topic in Tiberium Wars / Kane's Wrath
LUA is the only way I think. -
KW/WrathEd modding error & issues, pls help!
Madin replied to CraneWrath's topic in Tiberium Wars / Kane's Wrath Maps & Modding
https://discord.gg/TfdcQTn -
https://discord.gg/TfdcQTn
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Deploy buildings in the middle of tiberium fields
Madin replied to Kushizashi's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Post your code...- 4 replies
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- Build
- Tiberium Field
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3ds Max 7 Crash (FIXED)
Madin replied to Kushizashi's topic in Tiberium Wars / Kane's Wrath Maps & Modding
https://discord.gg/TfdcQTn -
Is FireWeaponUpdate broken in KW? (Disruptor style weapon)
Madin replied to Nowaru's topic in Tiberium Wars / Kane's Wrath Maps & Modding
From Tiberian History <!--This module controls the use of the weapon that allows the projectile to damage while it travels to a target. --> <FireWeaponUpdate id="ModuleTag_ProjectileWeapon"> <!--Adjust the fire delay time so that the leaving projectile does not damage the Disruptor it is firing from! --> <FireWeaponNugget WeaponName="DisruptorBeamProjectileWeapon" FireInterval="0.066s"/> </FireWeaponUpdate> Weapon <WeaponTemplate id="DisruptorBeam" Name="DisruptorBeam" AttackRange="300.0" WeaponSpeed="200" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" ClipSize="0" ReAcquireDetailType="PER_ATTACK" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" CanFireWhileMoving="true" MaxTargetPitch="30d" MinTargetPitch="-15d" FiringLoopSound="GDI_Disruptor_BeamWeaponLoop" FiringLoopSoundContinuesDuringReload="true" PreAttackType="PER_TARGET"> <!--Match your prefire FX v --> <PreAttackDelay MinSeconds="1.0s" MaxSeconds="1.0s"/> <!--Adjust until your projectiles are seamless, like a beam. --> <FiringDuration MinSeconds="0.0666s" MaxSeconds="0.0666s"/> <Nuggets> <ProjectileNugget WarheadTemplate="DisruptorBeamWarhead" ProjectileTemplate="FXDisruptorBeam"/> </Nuggets> </WeaponTemplate> <WeaponTemplate id="DisruptorBeamWarhead" Name="DisruptorBeamWarhead" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" HitStoredTarget="true"> <Nuggets> <DamageNugget Damage="50.0" DamageType="GRENADE" DamageFXType="NOD_ION" DeathType="EXTRA_3" Radius="15.0"> <DamageScalarDetails Scalar="0%"> <Filter Rule="NONE"> <IncludeThing>GDIDisruptor</IncludeThing> </Filter> </DamageScalarDetails> <DamageScalarDetails Scalar="200%"> <Filter Rule="NONE" Include="VEHICLE"/> </DamageScalarDetails> </DamageNugget> <DamageContainedNugget MaxUnitsToDamage="100" WindowBlastFX="FX_ClearGarrisonBlue" Damage="=$CLEAR_GARRISON_WEAPON_DAMAGE" DamageType="GRENADE" DeathType="NORMAL"> <DamageObjectFilter Rule="NONE" Include="INFANTRY"/> </DamageContainedNugget> <SuppressionNugget Radius="20.0" Suppression="25" DurationSeconds="5s"/> </Nuggets> </WeaponTemplate> <WeaponTemplate id="DisruptorBeamProjectileWeapon" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS NOT_SIMILAR" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" AttackRange="9999999.0"> <FiringDuration MinSeconds="0.0666s" MaxSeconds="0.0666s"/> <Nuggets> <DamageNugget Damage="10.0" Radius="10.0" DamageType="GRENADE" DamageFXType="GDI_SONIC" DeathType="EXTRA_4"> <DamageScalarDetails Scalar="0%"> <Filter Rule="NONE" Include="BRIDGE_SEGMENT"> <IncludeThing>GDIDisruptor</IncludeThing> </Filter> </DamageScalarDetails> <DamageScalarDetails Scalar="200%"> <Filter Rule="NONE" Include="VEHICLE"/> </DamageScalarDetails> </DamageNugget> <SuppressionNugget Radius="20.0" Suppression="25" DurationSeconds="5s"/> </Nuggets> </WeaponTemplate> -
Set PlayerSpecialPower's countdown timer in game?
Madin replied to ravage's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It definitely works on player powers, I have just tested it. This is set up as a 'TargetedSpecialPower' <SpecialPower id="ModuleTag_SpecialPower" SpecialPowerTemplate="SpecialPower_CurseTest" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseSpecialPower" SpecialPowerTemplate="SpecialPower_CurseTest" CurseFX="FX_IronCurtainHit" TriggerFX="FX_Allied_GrandCannonFire" CurseAllPlayerPowers="true" CurseFactor="1.0" UnpackTime="0.1s" PreparationTime="0.1s"> <AffectObjectFilter Rule="ALL" /> </CurseSpecialPower> <SpecialPowerTemplate id="SpecialPower_CurseTest" ReloadTime="3s" RadiusCursorRadius="9999" TargetType="LOCATION" Flags="RESPECT_RECHARGE_TIME_DISCOUNT IGNORE_MAP_EXTENTS" InitiateAtLocationSound="ALL_CenturyBomber_VoiceAttack" WaypointModeTerminal="false"></SpecialPowerTemplate> <LogicCommand Options="NEED_TARGET_POS" Type="SPECIAL_POWER" id="Command_CurseTest"> <SpecialPower>SpecialPower_CurseTest</SpecialPower> </LogicCommand> Now as you can see I tested it to effect everything, and not to target a specific structure. -
Assimilator, SAGE Animation Extracting Tool Out Now
Madin replied to Plok's topic in Command & Conquer News
Bibber!- 6 replies
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- Tiberium Wars
- Kanes Wrath
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How to let longrange weapon firing but still approaching to target?
Madin replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Show code, and or, show video that demonstrates your problems! -
How to let longrange weapon firing but still approaching to target?
Madin replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
'WeaponSetUpdate' in the 'Behaviors' module. If you want the unit to continue to approach into the shorter weapons range, then place the shorter weapon in weapon slot id 1, and place the long range weapon in weapon slot id 2. If you want it to always stop when it reaches the weapon range of the long range weapon, reverse the order. Even if you have the shorter range weapon in the weapon slot id 1 position, if the unit gets an attack order and does not have to move in order to hit its target with the long range (weapon id 2) weapon, it will not close into the short range (weapon id 1) weapon, but instead use the long range weapon to attack. -
How to code a RA2 style IFV in C&C3?
Madin posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I am looking to code an IFV style vehicle in C&C3 and would like some hints and ideas. At the most basic level I would like the weapon of the IFV to have a default (ie out of the factory setting), and then to change depending on what infantry squad (or individual in terms of infantry like the engineer) is loaded inside. If the infantry exits the IFV, I would like it to go back to the default weapon. If possible it would be nice if the IFV would also change according to 'PLAYER' upgrades. For example if a standard rocket squad entered the IFV it would get a rocket weapon, but if the player upgraded with composite amour, the IFV would get a rocket weapon, and additional armour plating. Also if the same could be done for 'OBJECT' upgrades, that would be great as well. Any help would be appreciated! -
How to code a RA2 style IFV in C&C3?
Madin replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thanks that is a good idea for a limited number of turret changes. -
How to code a RA2 style IFV in C&C3?
Madin replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It still works? I will have a look! RiderChangeContain is what was used in Zero Hour? that does not exist in C&C3! -
RA Spy behaviour in C&C3? (discussion)
Madin posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I am looking into adding a spy unit into C&C3, and I was wondering what would be doable inside C&C3, when it comes to the spy's abilities from past RA games. I am going to list the abilities that I am interested in. If you have any ideas on thoughts on specific items in the list, then comment on them, there is no need for a total solution. If even a minimal number of these are possible, then it would be great! If I have any ideas, I will also mention them in italics. Spy entering any enemy production structure shuts the structure down for a limited period of time. Covered by 'InfiltratorContain'. Spy entering any enemy unit production structure, will add veterancy for any unit that the player builds from their production structure that matches the type infiltrated by the spy. If the spy enters an enemy airfield, the player gains a single use support power. If the spy enters an enemy power plant, it will shut the power down for X amount of time. I guess that you could give the enemy an invisible structure that consumes an enormous amount of power, and that has a 'LifeTime' update. If the spy enters an enemy power plant, the amount of power that the enemy has is displayed. Not possible. Spy entering enemy Ore refinery steals a sum of money. Covered by 'InfiltratorContain'. Spy entering enemy Ore refinery displays the amount of credits that the enemy has. There are scripts that have to do with evaluating how much credit a player has, but I do not know if there is a way to display the result as a message. If the Spy enters an enemy radar (or whatever structure provides radar), the player will be able to see a limited breakdown of how many units the enemy has. If possible it will broken down by type 'AIRCRAFT', 'VEHICLES', 'INFANTRY' etc. There are scripts that have to do with evaluating how many units a player has, but I do not know if there is a way to display the result as a message. If the Spy enters an enemy radar (or whatever structure provides radar), the player will be able to see all the enemy units. My thought is that this would be done by triggering a version of the Scrin 'Tiberium vibration scan', that is coded to reveal units. If the Spy enters an enemy radar (or whatever structure provides radar), it will add shroud for the enemy player. There are scripts pertaining to shroud, but they are probably for mapping only. If the Spy enters an enemy radar (or whatever structure provides radar), it will disable the enemy radar for a period of time. Covered by 'InfiltratorContain' although there is overlap with disabling structure. If the Spy enters an enemy Super weapon (or any structure which provides support powers), it will reset the counter on the super weapon (or support powers). There are scripts that pertain to resetting the count on special powers. If the Spy enter into a tech structure, it will disable all enemy units that are unlocked by that structure for a period of time. Create a weapon with a 'PARALYSE' nugget and an 'ObjectFilter' with the enemy units to effect. The 'Bribe' ability. Have a special power that broadcast a lua event to enemy units in X radius, and have that event run a script that flips the enemy units side (there are scripts for this, this also may be a preferred solution to the old issue of recreating the KW Prodigy 'Area Of Effect' mind control ability, provided you have a script that returns control after X amount of time). Once again, there is no expectation that the spy will be able to do all of these at once! Thanks for your time. -
RA Spy behaviour in C&C3? (discussion)
Madin replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
function UnitSwitchAllegiance(self,other) ExecuteAction("UNIT_SET_TEAM",GetObj.String(self),GetTeamName(other)) ExecuteAction("NAMED_FLASH_WHITE", self, 2) -- ExecuteAction("SHOW_MILITARY_CAPTION", "SCRIPT_COMPLETED", 5) end While this code will work with human players, it will not work if the AI attempts to use it, as units are auto assigned into random new teams by AI (This is from CNCisDead): -- Dont use ObjectTeamName() command because it fails with AI players (units are auto assigned into new teams by AI) He uses: local p1 = strsub(ObjectDescription(other),strfind(ObjectDescription(other), "owned by ") + 9) local p2 = strsub(ObjectDescription(self),strfind(ObjectDescription(self), "owned by ") + 9) I will try something around that. -
I am looking to add a passive support ability to the Iron Curtain structure, and I was wondering what the best way to go about it would be. The ability would basically fire an RA1 style Iron Curtain (ie a single vehicle only version), at a Harvester on the same team whose health had gone below 25%. This passive ability would be ready every 30 seconds, and the Iron Curtain effect would last 30 seconds (ie it could only protect one Harvester at a time). The ability would be completely passive, the player would have no control over it at all. Obviously if the Iron Curtain structure was on low power, or had been manually powered down, the ability would not work. Any ideas how I could best implement this?
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Iron Curtain Harvester support?
Madin replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Cannot get this to work unfortunately. Can anyone see any issues with the code? -
Prism Fowarding, Part IV (idea storm thread)
Madin posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
It is time for part IV of the highly unsuccessful Prism forwarding series A review of notable past threads: Part 1: Nothing to see Part 2: http://web.archive.org/web/20140705150621/http://www.commandandconquer.com/forums/index.php/topic/22229-prism-forwarding-issues-part-ii/ This centred around a Lua based solution, in the end, issues with getting a Lua launched power to target something other than itself thwarted the attempt, Golan has since disappeared! Part 3: http://forums.revora.net/topic/89776-prism-forwarding-part-iii/ Why using the Beam cannon type forwarding does not work There are too many hard coded issues with the Beam cannons forwarding method. The path that the beam will take to the target is not predictable, and it is possible for it to cover larger distances then it should be able to, missing forwarding targets in order to do so. Basically it is messy code that just about works for its intended purpose (although this is the closest I have got to getting forwarding to work). Goal The goal is to get the most basic (ie RA3 style) Prism forwarding to work. That is; if a single Prism tower has a target and it is preparing to fire, if any Prism towers within a certain range do not have a target, they will fire a support beam at the tower with a target, that will increase the power of its attack. I would like to get this basic style forwarding to work, before I think about full Ra2 style forwarding (ie towers in range of supporting towers also firing support beams for the tower with the target). Here is some Lauren advice, although I am too simple minded to fully understand it: "rather do a weapon which has a lua event nugget and a special power nugget the lua event nugget tells other towers to support this one (causing them to fire on this one with a weapon which triggers the beam effect and an attribute mod), and the special power nugget executes a storeobjectsspecialpower (also grant a state to itself so the weapon changes) the other attrimods add bonus damage and the new weapon fires the actual weapon with a hitstoredobjectfilter you might want to delay a bit and fire via a specialpower to ensure the attrimods are all gathered (I don't think the sp will break if the attrimods are still coming in, and if you give it a unpack which is equal to the time the other towers charge you can use the unpack animation for the actual weapon animation and let the weapon only draw the beam) I can make a diagram if this was too hard to follow XD" Thanks for any advice given, I believe we will get there in the end! -
Prism Fowarding, Part IV (idea storm thread)
Madin replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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Does anyone try to change spectre or Juggernaught's firing mode?
Madin replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
My guess is that you need to have 2 weapons that are visually the same. The reason for this is that when you use the button to manually deploy your artillery, it will block the 'automatic' weapon, and also the reverse will be the same for standard artillery usage. Look into weapon swap style coding (Firehawk is example of this), to look into ways of blocking usage of one weapon while another is selected. -
I have tried it in the past and nothing happens. I do not think it is working.
