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someguy11

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Everything posted by someguy11

  1. AttributeModifierAuraUpdate (if it's the one from the confessor) doesn't affect enemies
  2. How do I get the ‘call for transport’ transport to fly in from the edge of the map (like orcastrike & bloodhounds etc) instead of spawning above? I tried changing the CreateLocation to "CREATE_AT_EDGE_NEAR_TARGET_AND_MOVE_TO_LOCATION", and added ISSUE_MOVE_AFTER_CREATION to the OCL's Options, but the transport still just spawns above the unit instead of entering from the edge of the map.
  3. I've made the tib field have a FireWeaponUpdate, with a weapon that has a SpecialPowerNugget - SpecialPowerTemplate="SpecialPower_CloakingField" to test it. The field weapon has a FireFX, so I can see that the weapon is definitely firing, but the cloaking field is not (even after I removed its money requirement) Moving the GrantUpgradeAreaOfEffectSpecialPower (from the ops center)- IncludeThing NODPowerPlant to the tib field didn't work. Using the SpecialPower_CloakingField directly on the structure has no effect as well (doesn't gain liquid tib upgrade)
  4. Can the nod power plant is modded so that when it is built on a tiberium field, it can be made to automatically be granted the liquid tib core upgrade?
  5. I've just tried that, it doesn't work; I believe it has to do with the HordeGarrisonContain & HordeTransportContain modules
  6. How can the delay before re-cloaking, after firing, be changed or reduced?
  7. Looks like a problem with the commandset xml, try using a fresh copy
  8. someguy11

    More Unit Guard Range

    I've found a few attributes for the AI; I'd like it if someone could explain what each of these do? (AIUpdate) --- StopChaseDistance="500" HoldGroundCloseRangeDistance="0" IdleTargetTime="0s" (UnitAITargetChooserData) --- IdleScanDelay="0.8s" ReacquireDelay="5s" SympathyRange="100" CheckVisionRange="False"
  9. How can I make units more aggressively retaliate when fired upon? Many times when my units are being attacked, they'll just sit there and die instead of driving toward the enemy that attacked them to retaliate
  10. I want to make the reckoner a VALID_TARGET_FOR_C4 when deployed.
  11. Can I make it so that the reckoner gains the VALID_TARGET_FOR_C4 kindof only when it is deployed?
  12. I've tried adding VALID_TARGET_FOR_C4 to both AttributeModifier_BunkerTruckDeployed & StatusBitsUpgrade (from the game object) but neither give the wanted effect
  13. someguy11

    Faster Cloaking

    How do I do that?
  14. someguy11

    Faster Cloaking

    How can the stealth tank's turret be synced with the stealth mesh's?
  15. someguy11

    Faster Cloaking

    How can the stealth model be hidden while the unit is attacking/(other conditions that would prevent stealth)?
  16. someguy11

    Faster Cloaking

    What does the UpdatePeriod in the InvisibilityUpdate module do?
  17. I've changed the specter's TurretTurnRate to 0, so the specter must turn its body to fire. However, after turning to face the target and firing a single shell, it just stops shooting, but with its barrel still in the firing position
  18. someguy11

    Turretless Specter

    This removes the turret altogether though (the barrel doesn't tilt up or down anymore)
  19. someguy11

    Turretless Specter

    I want the specter's barrel to tilt upwards before firing and then lower after it has finished attacking, but not rotate like a tank's turret
  20. someguy11

    Turretless Specter

    The specter gun was given an AcceptableAimDelta of 5d, but it didn't completely solve its shooting problem. I want to keep the turret (unless WeaponSlotHardpoint can generate the same result?) to have the specter become somewhat like the classic RA/TD turretless artillery that I've seen in some TW mods
  21. someguy11

    Turretless Specter

    I've now put in those settings but the specter cannot fire GameObject.xml
  22. How can the "Call for Transport" ability be disabled when the airfield/airtower are offline or EMP'd?
  23. yes, for both the emissary and outpost
  24. I want to make the emissary outpost hide the hologram TVs when it is underpowered/affected by emp
  25. KW has an avatar that's about 25% bigger than a redeemer! Useful for custom/mod levels I believe it was used as the prototype redeemer model. Includes its own animations ... may work with the regular avatar's animations as well NUMEGAUNIT_SKN NUMEGAUNITR_SKN NUMEGAUNIT_ACCL NUMEGAUNIT_AIDA NUMEGAUNIT_DIEB NUMEGAUNIT_GRBA NUMEGAUNIT_GRBB NUMEGAUNIT_GRBC NUMEGAUNIT_GRBD NUMEGAUNIT_GTPA NUMEGAUNIT_WLKA NUMEGAUNIT_WLKB NUMEGAUNIT_WLKC
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