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Everything posted by adamstrange
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There are ini.files in the mod sdk but how do I use these since the game doesn't work like Generals ?
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Changing Commando Action Time?
adamstrange posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
What line of code controls the Commando's reaction time after it lands from using it's jetpack ? What I want to do is to have the Commando instantly engage targets as soon as he lands [even if he is under fire] rather than wait around for a while or crouch down and then take action. -
INI.Files?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Ok Lauren I think I got it to work because it's reading the MultiplayerColors.xml that I edited but it's not reading the INI folder and its not reading the MapMetaData_Global.xml that I created. Tell me where I went wrong please. MapMetaData_Global.xml for the GameRules <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <MpGameRules id="TheMpGameRules"> <SkirmishStartCash LoCash="5000" HiCash="150000" ChoiceStepAmount="5000" DefaultChoiceIndex="1" /> </MpGameRules> </AssetDeclaration> Mod.xml <?xml version="1.0" encoding="UTF-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Tags></Tags> <Includes> <Include type="reference" source="DATA:static.xml" /> <Include type="reference" source="DATA:global.xml" /> <Include type="all" source="DATA:Military/data/MultiplayerColors.xml" /> <Include type="all" source="DATA:Military/data/MapMetaData_Global.xml" /> </Includes> </AssetDeclaration> Now I read something about a Mod String file that's supposed to be in there but I don't know anything about this file or what's suppose to go into the file. -
INI.Files?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Ok I tried this again by making a very simple mod called NewTestMod,so that the path reads C:\Program Files (x86)\Electronic Arts\Command & Conquer 3\MOD SDK\Mods\NewTestMod\data Inside the data folder I placed the Mod.xml,the MultiplayerColors.xml and the INI folder and inside of that I placed the GameData.ini. I also unchecked the "READ ONLY" box for all the files. The GameData.ini.is set to remove the units from being seen behind the buildings and the MultiplayerColors.xml has extra colors. The Mod.xml looks like this... <?xml version="1.0" encoding="UTF-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Tags></Tags> <Includes> <Include type="reference" source="DATA:static.xml" /> <Include type="reference" source="DATA:global.xml" /> <Include type="all" source="DATA:NewTestMod/data/MultiplayerColors.xml" /> </Includes> </AssetDeclaration> Now when I launch the EALAModStudio tool and select NewTestMod,I choose CREATE BIG FILES & CREATE SKUDEF FILE and what it does is that it creates a file called NewTestMod_1.00.skudef inside of the MODSDK folder and a file called mod.babproj inside of the NewTestMod folder. -
INI.Files?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Well I'm going to try again to see how I can get that EAstudio tool to work because it makes the BIG file but with a totally different name,I have to rename it BIG but the game doesn't read the changes. This why I feel Lauren that INI is better than xml because you don't need anything else to do basic modding just Notepad. Anyway Lauren do you know what file or line of code control how many & what types of infantry come out when a building is destroyed ? -
These are the things that I'm trying to do in CNC3 TW with TibED. [1] I want to stop units from being seen behind objects just like in Generals /ZH menu that allows you to turn of the Occlusion feature. I know that this is in the GameData.ini ("UseBehindBuildingMarker = Yes" to "UseBehindBuildingMarker = No") in GameData.ini but I can't find it anywhere in TibED. [2] Change the starting money in the RULES. This is in TibED but when I change it nothing happens. TibED takes all the edits that I made to the game except for this...is this actually disabled in TibED ? [3] Enable building walls. [4] Adding new colors to the current color list.
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INI.Files?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
But the RedSys mod is setup so that units don't appear behind buildings but there is no way to decompile the mod. -
INI.Files?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I did that and it doesn't work. You can still see the units behind the buildings. -
INI.Files?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yes I tried this but the game seems not to read the INI files in the Mod SDK so where do I put this for the game to read ? I created a folder [Data] inside the TW install folder and inside of that I placed the INI folder with some changes and the game doesn't read them. -
INI.Files?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
[1] I want to stop units from being seen behind objects just like in Generals /ZH menu that allows you to turn of the Occlusion feature. [2] Change the starting money in the RULES. [3] Enable building walls. I did want to remove the fog of war permanently like I did in Generals but I figured away around this by giving the Command Center a 50,000 vision range. I'm using TibEd 2.1b since I can't figure out how to make the EALAModStudio work properly. I don't know why the Devs choose to use XML instead of just INI since INI is so much easier & simple to work with. -
How do I make certin units sllaer or larger ? Thanks
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Where is the Game Browser?
adamstrange posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I had to reinstall TW because it kept giving me an error message everytime I tried to launch a mod. Now I not only don't have a shortcut but I don't even have the game browser menu or what some may call the control center. I made a shortcut from the install directory but that just starts the regular game. -
Where is the Game Browser?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Ok I got it but the game browser still crashes. -
Loaded APC Drop & Resizing?
adamstrange posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
How can I get APC drops with the troops already in the APC"s ? How do I resize a unit? -
There are some maps with clouds that I want to remove but I looked through the WB manual and there is nothing for adding or deleting them.
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Hi Guys. I just thought that these would make cool power plants. On the last pic just don't put any of the company signs.
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What is the file that controls how far ZoneTroopers or Commandos fly ?
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What is the file that controls how fast a Harvester unloads at the Refinery ?
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Looks good but you need to resize all infantry at half the size. Right now they're as tall if not slightly taller than tanks. Also I would ditch that giant idiot on the back of the pickup bed with the old machine gun who's seen too many episodes of Rat Patrol. Not only is he bigger than the vehicle itself but no one in this current age would be so crazy as to go into battle like this. If you do keep him then resize the gunner. I don't think that Hummers are almost as big as tanks.
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How do I make changes to a mod like Fallout or Reloaded for my own personal use using TibEd ?
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Simple Mod In Progress Help?
adamstrange posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
Ok so I'm creating a mod designed for the GDI to take on several Nod or Scrin Steamroller CPU enemies. I'm using TibEd and I'm trying to find and figure out... How to make squads bigger. How to make Reinforcement drops bigger. How to stop units from showing up behind buildings [Generals has this feature in the menu and the RedSys mod has done it]. How to change the Starting Resources in the Rules [I've tried this but it won't change]. How to get 3 ZoneTrooper Drop Pods instead of just 1. -
What do these features do?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thank you Lauren. -
What do these features do?
adamstrange posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
Starting Field Value. Max Field Value. Field LifeTime Max. Cluster Scale. Cluster Power Factor. Growth Rate. -
I don't understand as to how to create an Observer map. I've selected the option in WB but when I start the game it just adds me as a player rather than as a Observer. The only way that I know to watch the AI battle itself is to sell my MCV at the beginning and then watch. Also is there a way to create a 8 Player Observer map ?
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Remodding A Mod?
adamstrange replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The mod is for TW but can you post how do I go about it ? I would like to make just a few changes to the Reloaded mod for KW. Thanks
