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Found 12 results

  1. 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!
  2. 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?
  3. As the title would suggest, I would like to know if there are any official Schemas, xsd files released for KW and if it is floating somewhere in the world of the internet. Thank you
  4. Hi, I am trying to do a simple KW mod that will add units to different factions. However I can't seem to make a functioning LogicCommand to build anything. I made a file called LCS.xml that modifies the Factory and the Hand of Nod. <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommandSet id="NODDropZoneCommandSet"> <Cmd>Command_ConstructNODAttackBike</Cmd> <Cmd>Command_ConstructNODScorpionBuggy</Cmd> <Cmd>Command_ConstructNODRaiderTank</Cmd> <Cmd>Command_ConstructNODHarvester</Cmd> <Cmd>Command_ConstructNODMCV</Cmd> <Cmd>Command_ConstructGDIMCV</Cmd> <!-- added this line --> <Cmd>Command_ConstructNODFlameTank</Cmd> <Cmd>Command_ConstructNODBunkerTruck</Cmd> <Cmd>Command_ConstructNODBeamCannon</Cmd> <Cmd>Command_ConstructNODStealthTank</Cmd> <Cmd>Command_ConstructNODMobileArtillery</Cmd> <Cmd>Command_ConstructNODAvatar</Cmd> <Cmd>Command_RepairVehicle</Cmd> </LogicCommandSet> <LogicCommandSet id="NODHandOfNODCommandSet"> <Cmd>Command_ConstructNODMilitantSquad</Cmd> <Cmd>Command_ConstructNODMilitantRocketSquad</Cmd> <Cmd>Command_ConstructNODSaboteur</Cmd> <Cmd>Command_ConstructNODFanaticSquad</Cmd> <Cmd>Command_ConstructNODBlackHandSquad</Cmd> <Cmd>Command_ConstructNODTibTrooperSquad</Cmd> <!-- added this line --> <Cmd>Command_ConstructNODShadowSquad</Cmd> <Cmd>Command_ConstructNODCommando</Cmd> </LogicCommandSet> </AssetDeclaration> Then I made LC.xml and tried to define a Logic Command: (I eventually want to make my own NODTibTrooperSquad so the object is just a placeholder for now) <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommand Type="UNIT_BUILD" id="Command_ConstructNODTibTrooperSquad"> <Object>MarkedOfKaneTibTrooperSquad</Object> </LogicCommand> </AssetDeclaration> It compiled in WrathEd without any errors. When I got into the game, my Factory was able to produce a GDI MCV but the Tiberium Trooper didn't show up in the Hand of Nod at all, so my LogicCommandSet works but there seems to be something wrong with my LogicCommand. (I looked at my mod's .big in WrathEd and Command_ConstructNODTibTrooperSquad existed but had 0 AssetReferences, while all the game's built-in Command_Construct* commands have a reference to the thing they're supposed to build. So I feel like that might be what I'm doing wrong but I am not sure how to fix it...) If it's needed, my Static.xml looks like this: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <!-- Main Mod File for Static Data --> <Includes> <Include type="reference" source="DATA:static.xml" /> <Include type="reference" source="DATA:global.xml" /> <Include type="reference" source="AdditionalMaps\MapMetaData_Global.xml" /> <Include type="all" source="LC.xml" /> <Include type="all" source="LCS.xml" /> </Includes> </AssetDeclaration> Anyone know what could be wrong?
  5. Has anyone been able to solve the issue where if a squad is garrisoned in any building (but especially noticeable with the Civilian bunker), and get a banner carrier upgrade (ie the Confessor upgrade), the banner unit will be visible? Is it fixable?
  6. How can I go about changing the rank icon that appears in the ui when you have selected a unit? I know how to change the rank icon that is attached to the actual unit, but obviously changing that does not effect the rank icon in the ui.
  7. I got two questions. 1. I added cyborg commando from cnc4 art files and xml from KW Reloaded mod source code. The unit is invisible in the game. Please help 2. If I want to scale up or down a certain unit, how is it done? I mean which files I have to scale?
  8. I am trying out ways to get the AI to load infantry into transports (ie Missile squads into the GDI APC). The lua attempt is not looking good. I just tried the 'GrabPassenger' special power, but that is not working (probably because they got rid of the 'SpecialPowerType' enum. Needless to say, the 'AutoPickUpUpdate' also does not work. Any ideas on how I could do this?
  9. 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.
  10. In scripted event there is this: <ScriptedEvent Name="ExampleSpyMoving" /> <!-- SpyMoving(self, spySelf, parameters...) spySelf is the object self is spying on, parameters is the spied event paramters, may be nil. --> Does anyone know how this is used? I could not find any examples of its usage. "Parameters is the spied event parameters" (?). A list of native LUA game script functions has an 'ObjectSpy' function, that has no information at all. Again I could not find any examples of this being used, does anyone have any ideas?
  11. I have an aircraft that reloads at an airfield, that has a 'SpecialPowerDispatchSpecialPower', 'WeaponFireSpecialAbilityUpdate' (similar to the GDI Orca). This ability is unlocked via an 'OBJECT' upgrade. I would like for this ability to simulate reloading at an airfield (because the ability is a targeted bomb), rather then having a standard reload that occurs immediately after the ability is used (and the aircraft is still in the air). Can anyone think of a way of doing this?
  12. So I am trying to add the functionality of the RA3 Veteran academy (a neutral tech structure that upon capture causes all units produced by the side that has captured it veterancy) into C&C3. The method that I am using has the production structures allowed to produce veteran units due to the fact that the veteran academy upgrading their rank. The issue is that I cannot remove the production structures rank level, if the veteran academy is captured by the enemy team, or if it is destroyed. Here is the veteran academy xml code: <!-- Send attribute modifier to owner teams structures --> <AttributeModifierAuraUpdate id="ModuleTag_AttributeModifierAuraUpdate" AttributeModifierName="VeteranAcademy_AttributeModifier" RefreshDelay="1.0s" Range="99999" AffectHordeMembersOnly="false" InitiallyActive="true"> <ObjectFilter Rule="NONE" Relationship="SAME_PLAYER" Include="STRUCTURE"></ObjectFilter> </AttributeModifierAuraUpdate> <!-- Attribute modifier sets a model condition in the target building, for Script events to read --> <AttributeModifier id="VeteranAcademy_AttributeModifier" Category="NONE" Duration="1.5s" ModelConditionsSet="USER_60"></AttributeModifier> <!-- An upgrade for Lua to use --> <UpgradeTemplate id="Upgrade_AddVeterancyLevel" Type="OBJECT" /> Here is a sample production structure xml code, the production structures have the required extra experience level templates coded in: <!-- The upgrade is added to the object via Lua, the level must be higher than rank 2 for veteran unit production --> <LevelUpUpgrade id="ModuleTag_LevelUpUpgrade_VeteranAcademy" LevelCap="4" LevelsToGain="3" DoFlash="false"> <TriggeredBy>Upgrade_AddVeterancyLevel</TriggeredBy> </LevelUpUpgrade> <!-- 'VeteranUnitsFromVeteranFactory' = true, added --> <ProductionUpdate id="ModuleTag_ProductionUpdate" GiveNoXP="true" Type="VEHICLE" NumDoorAnimations="1" DoorOpeningTime="0.66s" DoorWaitOpenTime="3.00s" DoorCloseTime="0.66s" VeteranUnitsFromVeteranFactory="true" /> Here is the Scriptevents code: <!-- Model condition provided by Veteran Academies attribute modifier --> <ModelConditionEvent Name="AddVeterancy"> <Conditions>+USER_60</Conditions> </ModelConditionEvent> <ModelConditionEvent Name="RemoveVeterancy"> <Conditions>-USER_60</Conditions> </ModelConditionEvent> <EventList Name="SovietWarfactoryFunctions" Inherit="BaseScriptFunctions"> <EventHandler EventName="AddVeterancy" ScriptFunctionName="OnAddVeterancyRecieved" DebugSingleStep="false"/> <EventHandler EventName="RemoveVeterancy" ScriptFunctionName="OnRemoveVeterancyRecieved" DebugSingleStep="false"/> </EventList> Here is the production Lua code: -- This function works function OnAddVeterancyRecieved(self) if ObjectHasUpgrade( self, "Upgrade_Veterancy_VETERAN" ) == 0 then ObjectGrantUpgrade( self, "Upgrade_AddVeterancyLevel" ) end end -- This function does not work function OnRemoveVeterancyRecieved(self) ExecuteAction("UNIT_SET_EXPERIENCE_POINTS", self, 1) end To experience coders it should be obvious that I am struggling with how to remove the structures rank. I am not sure if it is possible in C&C3. Any ideas?
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