someguy11
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Everything posted by someguy11
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Is AttributeModifierAuraUpdate just effective to allies?
someguy11 replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
AttributeModifierAuraUpdate (if it's the one from the confessor) doesn't affect enemies -
Call for transport fly-in not working
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
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. -
Tiberium field grants an upgrade to power
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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) -
Tiberium field grants an upgrade to power
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
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? -
Why vehicle transportcontain could immune clear building attack?
someguy11 replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I've just tried that, it doesn't work; I believe it has to do with the HordeGarrisonContain & HordeTransportContain modules -
How can the delay before re-cloaking, after firing, be changed or reduced?
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What is this? I just want change cmdset
someguy11 replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Looks like a problem with the commandset xml, try using a fresh copy -
More Unit Guard Range
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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" -
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
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reckoner VALID_TARGET_FOR_C4
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I want to make the reckoner a VALID_TARGET_FOR_C4 when deployed. -
reckoner VALID_TARGET_FOR_C4
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Can I make it so that the reckoner gains the VALID_TARGET_FOR_C4 kindof only when it is deployed? -
reckoner VALID_TARGET_FOR_C4
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I've tried adding VALID_TARGET_FOR_C4 to both AttributeModifier_BunkerTruckDeployed & StatusBitsUpgrade (from the game object) but neither give the wanted effect -
Faster Cloaking
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
How do I do that? -
Faster Cloaking
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
How can the stealth tank's turret be synced with the stealth mesh's? -
Faster Cloaking
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
How can the stealth model be hidden while the unit is attacking/(other conditions that would prevent stealth)? -
Faster Cloaking
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
What does the UpdatePeriod in the InvisibilityUpdate module do? -
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
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Turretless Specter
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
This removes the turret altogether though (the barrel doesn't tilt up or down anymore) -
Turretless Specter
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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 -
Turretless Specter
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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 -
Turretless Specter
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I've now put in those settings but the specter cannot fire GameObject.xml -
no Call for Transport when offline
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
How can the "Call for Transport" ability be disabled when the airfield/airtower are offline or EMP'd? -
Hide the subobject/mesh when underpowered/EMP'd
someguy11 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
yes, for both the emissary and outpost -
Hide the subobject/mesh when underpowered/EMP'd
someguy11 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I want to make the emissary outpost hide the hologram TVs when it is underpowered/affected by emp -
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