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Egozi44

Need help modding

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Hello there

 

I modding KW and got help in the old C&C forum that was shut down...

 

And now I need to find help elsewhere... which end up here xD

 

Hope that you will be willing to help me : P

 

I was in a middle of thread in the old forum that got deleted, I was able to copy path part of it without my reply

 

I still need help with it though so I path it here

 

"Redeemer And Mok Enlightened


I have a few issues I need help with

 

1. I always wanted to see Enlightened inside the Redeemer (resulting in the redeemer have Super Charged Particle Beam canon)

 

So I thought about adding one and was able to make the Enlightened to enter the redeemer and the cannons to appear, my issues was that the laser came from the redeemer's legs and not from the cannons and that the laser itself didn't show the fx of the super charged beam

 

I tried to add LaserDraw/draw and nothing work , the redeemer showed similar result with and without draw

the Super Charged Particle Beam don't seem to have any Draw at all and I don't was sure what to add to the redeemer in order to fix it

can someone tell me what I need to added/change?

(please note that I take this xml with bugged version of wrathed so it will be from left to right and you need to open it in IE in order to see it, i start using less bugged version of wrathed only after the changes and was too lazy to rechange everything again)

2. I made the Nod saboteur to repair tanks by adding to him "repair gun" weapon

 

I want him to stop and bend next to the tank each time he use the repair gun (like he does when he in cover or repair/ capture/sabotage a building)

 

but I don't sure what to add in order to do it, I tried to add some stuff to the animation but it didn't worked so far ;/

 

another thing that I tried to fix was his gun fx, I was able to give it the repair drone repairing fx but the issue was that it appear on the saboteur itself and not on the game object that he fixing

 

3. last thing


the GDI's Firehacek don't seem to show it's engine upgrade effect all the times

what can I do to fix it?

 

can someone help me out with it?

 

Thanks!"

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I wish I could help you but I am done modding for good. Have you tried the PPMSite, Revora and Fallout Studios forums? They all have some C&C modding content there and you might get some help there.

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The firehawks whole draw needs a cleanup, EA messed it up so some of the conditions and animations show he afterburner plane(the mesh that makes up the exhaust flames) during the from animations and model conditions. There was a post by jvnck(iirc his name correctly) on the old EA forums, he fixed it.

 

If the particle beam doesnt use a laser draw, it probably uses a connected particle in the fire fx...see the mammoth railgun..for a similar example...it basicly connects a draws a plane between 2 points.. the contactpoint of the target and the firefxbone of the unit firing it, it uses the particle system to do that.

 

A weapon basicly has 2 fx settings when it comes to firing: the firefx (FireFX="FX_GDIRifleManFire") in the weapon code that spawns from the muzzle or firefxbone, and in the nugget (DamageFXType="GDI_MACHINEGUN") that displays the hit on the enemy, if you use a projectile nugget you can display additional hit fx or dustrion fx of the projectile in the projectile code aswell.

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Hay @Ravendark :o!

 

How you been?

 

I thought I was done without your help :P

 

Nice to see thaht you took refuge here as well xD

 

 

I was able to copy your last reply from the old c&c forum but didn't was able to copy my reply (I also was able to get the firehawk files before the forum was down but still need help with them)

"1. The infantry triggers an upgrade and a modelcondition..the upgrade sets the weapon, the modelcondition shows the turret....that turret is linked to a bone system...if you add a new turret/weapon you need to define what bone it is using to fire from aswell as what its x rotation bone is and its y pivot bone.

 

have a look how the infantry type triggers an upgrade, also have a look at the turrets and weaponfirefx and launchbones are related to eachtoher and the weapon used. Make sure you have the weaponslottpe(primary,secondary ,etc) and the matching weaponslot Id set up correctly... weaponslot id's should be unique.

 

And no im not going to read through a single line text file of the most extensive unit type in the game :wacko:

 

 

2. If you are using a normal weapon for the repair gun...have a look at the weapon's DamageFXType="" this is usualy wear you can set the impact fx in a none projectile gun, if its a projectile..you can set impact/detonation fx in the projectile code.

 

for the kneeling animation. you would need to add a new animation section that uses the kneeling animation. you could set the condition to FIRING_A or even ATTACKING. It wil involve playing arrround with the animations and the ConditionsYes settings abit."

 

I didn't was able to get hold of 3 but recall that it talked about the firehawk and have link to the thread with the user who fix it

I was able to download the firehawk xmls before the forum shut down but didn't was able to read the things he said about how to fix it (well I read part of it but don't remember it)

 

Simply having the TW models won't help me since I need to edit the KW models and follow his setps which were deleted....

 

Now let see if I recall my reply xD

 

Alright Lets focus on these subjects one by one (since I didn't tried 2 and 3 yet and saw that 3 will need a lot of work)

 

1. the Redeemer

 

I was able to make the redeemer shot the super charged beam after adding:

 

<WeaponFireFXBone BoneName="FX_HvyMGFlashR" WeaponSlotID="15" WeaponSlotType="PRIMARY_WEAPON"/>

 

<WeaponFireFXBone BoneName="FX_HvyMGFlashL" WeaponSlotID="16" WeaponSlotType="PRIMARY_WEAPON"/>

 

but it still come with this persistent red laser that came out from between it's legs and there's no sound from both lasers at all

 

I tried adding a few more lines and that what happened:

 

adding

 

<WeaponLaunchBone BoneName="FX_HvyMGFlashR" WeaponSlotID="15"/>
<WeaponLaunchBone BoneName="FX_HvyMGFlashL" WeaponSlotID="16"/>

 

cause the laser to move to the cannons but it result in the redeemer shooting with both lasers (super charged and red lazer).

 

adding

 

<WeaponMuzzleFlash BoneName="FX_HvyMGFlashR" WeaponSlotID="15"/>
<WeaponMuzzleFlash BoneName="FX_HvyMGFlashL" WeaponSlotID="16"/>

 

Cause the laser to disappear but showed a laser's hit fx under the redeemers legs as if someone shooting between it's legs.

 

Adding

 

<WeaponRecoilBone BoneName="FX_HvyMGFlashR" WeaponSlotID="15/>
<WeaponRecoilBone BoneName="FX_HvyMGFlashL" WeaponSlotID="16/>

 

made the xml to be unreadable (maybe ruin something).

 

and adding

 

<Turret TurretID="15" TurretPitch="B_HvyMGturretR" TurretNameKey="B_HvyMGturretR"/>
<Turret TurretID="16" TurretPitch="B_HvyMGturretL" TurretNameKey="B_HvyMGturretL"/>

 

done nothing.

 

What I need to do in order to get rid from the red laser and make the SCB to make sound?

 

Do I need to add draw? since the SCB don't seem to have one

 

 

 

I wish I could help you but I am done modding for good. Have you tried the PPMSite, Revora and Fallout Studios forums? They all have some C&C modding content there and you might get some help there.

 

Thanks, I may do it if I will find myself hit a rock that no one here will be able to help me crack

 

Do you still mind if I will pm you here and there for help on things that you may be able to help me out?

post-10067-0-82976200-1421359097_thumb.jpg

Edited by Egozi44

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Alright I was able to fix the issue with the redeemer :)

 

 

Will soon edit and add if I manage in number 2

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Have you got the KW shaders?

 

How to get them?

 

 

Hey guy, is that you? It seems that you're succeeding in the mod. Congratulations!

 

http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104

 

 

 

Thanks and sorry for the delay

 

Its me (the UOP 1.04 modder) :)

 

I'm still not sure if I can call it a success since the mod still not out, but I do hope it will success and will revive KW even if for a bit, feel free to spread the word though ;)

I'm a noob at modding but got great help from people such as Zack4ever,Ravendark ,and zocom7, so feel free to thank them as well :3

 

I'm not really sure how to get the shaders, sorry :(

 

 

 

 

A weapon basicly has 2 fx settings when it comes to firing: the firefx (FireFX="FX_GDIRifleManFire") in the weapon code that spawns from the muzzle or firefxbone, and in the nugget (DamageFXType="GDI_MACHINEGUN") that displays the hit on the enemy, if you use a projectile nugget you can display additional hit fx or dustrion fx of the projectile in the projectile code aswell.

 

 

Alright, I've start to mess with the Saboteur, I was able to made him use the kneeling animation when he attacking but my issue now is that he stand up each time you select him or just keep stand when shooting unless I release him with left mouse

 

What I need to do in order to make him keep kneeling even when selected (only when attacking of course)

 

 

As for the weapon fx, I use the FX_repair as Fire_FX, it don't work as DamageFXType and I have no clue how to make it as impact fx, I want the FX_repair to show up on that tanks that being hit and not on the Saboteur itself, HitGroundFX also don't seem to work...

Edited by Egozi44

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This is how i would do it, there might be easier methods tho:

 

Create a new damagetype (like GDI_MACHINEGUN) and call it REPAIR_GUN or such.

 

You create that in the schematic template that comes with the KW SDK , its called DamageFX.xml and you can find it in ...\Tools\Games\Kane's Wrath\Includes\ folder in your Wrathed folder.

 

it will look something like :

 

 

<EnumAsset
        id="DamageFXType"
        IsStartingNegative="true">
        <Entry>DEFAULT</Entry>
        <Entry>GDI_CANNON</Entry>
        <Entry>GDI_MISSILE</Entry>
        <Entry>GDI_MINE</Entry>
        <Entry>GDI_LASER</Entry>
        <Entry>GDI_MACHINEGUN</Entry>
        <Entry>GDI_RIFLE</Entry>
        <Entry>GDI_GRENADE</Entry>
        <Entry>GDI_FLAMETHROWER</Entry>
        <Entry>GDI_BOMB</Entry>
        <Entry>GDI_SONIC</Entry>
        <Entry>GDI_RAILGUN</Entry>
        <Entry>GDI_ION</Entry>
        <Entry>GDI_SHOCKWAVE</Entry>
        <Entry>NOD_CANNON</Entry>
        <Entry>NOD_MISSILE</Entry>
        <Entry>NOD_MINE</Entry>
        <Entry>NOD_LASER</Entry>
        <Entry>NOD_MACHINEGUN</Entry>
        <Entry>NOD_RIFLE</Entry>
        <Entry>NOD_GRENADE</Entry>
        <Entry>NOD_FLAMETHROWER</Entry>
        <Entry>NOD_BOMB</Entry>
        <Entry>NOD_SONIC</Entry>
        <Entry>NOD_RAILGUN</Entry>
        <Entry>NOD_ION</Entry>
        <Entry>NOD_SEED</Entry>
        <Entry>NOD_HALLUCINE</Entry>
        <Entry>NOD_PARTICLEBM</Entry>
        <Entry>ALIEN_CANNON</Entry>
        <Entry>ALIEN_PLASMADISK</Entry>
        <Entry>ALIEN_MINE</Entry>
        <Entry>ALIEN_LASER</Entry>
        <Entry>ALIEN_MACHINEGUN</Entry>
        <Entry>ALIEN_BUZZER</Entry>
        <Entry>ALIEN_GRENADE</Entry>
        <Entry>ALIEN_TIOXIN</Entry>
        <Entry>ALIEN_BOMB</Entry>
        <Entry>ALIEN_ION</Entry>
        <Entry>ALIEN_SONIC</Entry>
        <Entry>ALIEN_RAILGUN</Entry>
        <Entry>ALIEN_DISINTEGRATOR</Entry>
        <Entry>REFLECTED</Entry>
        <Entry>GENERIC_FIRE</Entry>
        <Entry>POISON</Entry>
        <Entry>CLUBBING</Entry>
        <Entry>UNDEFINED</Entry>
        <Entry>NOD_ARTILLERY</Entry>
        <Entry>NOD_SCHPARTICLE_BM</Entry>
        <Entry>NOD_TIBCOREMISSILE</Entry>
        <Entry>GDI_ECHOCANNON</Entry>
        <Entry>ALIEN_TIBSHARD</Entry>
        <Entry>ALIEN_TIBSHARDBLUE</Entry>
    </EnumAsset>
 

At the bottom add a line like:

 

 

<Entry>REPAIR_GUN</Entry>
 

And save that file.

 

Then in your modfolder create a new xml that holds the fx for it on vehicles like:

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
    <DamageFX
        id="VehicleDamageFX">
        <FXGroup
            Type="DEFAULT"
            Amount="10"
            ThrottleTime="0.05s"
            MajorFX="FX_NONE"
            MinorFX="FX_NONE"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_ECHOCANNON"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_GDI_SonicRifleImpact"
            MinorFX="FX_GDI_SonicRifleImpact"
            MajorVeteranFX="FX_GDI_SonicRifleImpactHeroic"
            MinorVeteranFX="FX_GDI_SonicRifleImpactHeroic" />
        <FXGroup
            Type="GDI_RIFLE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_NONE"
            MinorFX="FX_NONE"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_CANNON"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_TankHit"
            MinorFX="FX_TankHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_MISSILE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_GDIMissleHit"
            MinorFX="FX_GDIMissleHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_MINE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_GDIMineXP"
            MinorFX="FX_GDIMineXP"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_BOMB"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_GDIBombHit"
            MinorFX="FX_GDIBombHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_RAILGUN"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_RailGunHit"
            MinorFX="FX_RailGunHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_GRENADE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_GrenadeHit"
            MinorFX="FX_GrenadeHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_LASER"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_JuggHit"
            MinorFX="FX_JuggHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="GDI_FLAMETHROWER"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_SonicHitUnit"
            MinorFX="FX_SonicHitUnit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_MACHINEGUN"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_NONE"
            MinorFX="FX_NONE"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_CANNON"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_TankHit"
            MinorFX="FX_TankHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_MINE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_NodMagneticMinesDOT"
            MinorFX="FX_NodMagneticMinesDOT"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_MISSILE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_NODMissleHit"
            MinorFX="FX_NODMissleHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_TIBCOREMISSILE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_NOD_StealthTank_TibCoreMissileHit"
            MinorFX="FX_NOD_StealthTank_TibCoreMissileHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_SEED"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_TibHitFX"
            MinorFX="FX_TibHitFX"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_RAILGUN"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_TibSeedFX"
            MinorFX="FX_TibSeedFX"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_LASER"
            Amount="1000"
            ThrottleTime="0s"
            MajorFX="FX_NodLaserHit"
            MinorFX="FX_NODSpitfireHit"
            MajorVeteranFX=""
            MinorVeteranFX="FX_NODSpitfireHitHeroic" />
        <FXGroup
            Type="NOD_HALLUCINE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_NONE"
            MinorFX="FX_NONE"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_BOMB"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_NODBombHit"
            MinorFX="FX_NODBombHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="NOD_PARTICLEBM"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_ChargedParticleBeamHit"
            MinorFX="FX_ChargedParticleBeamHit"
            MajorVeteranFX="FX_ChargedParticleBeamHitHeroic"
            MinorVeteranFX="FX_ChargedParticleBeamHitHeroic" />
        <FXGroup
            Type="ALIEN_ION"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienLightning"
            MinorFX="FX_AlienLightning"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="ALIEN_PLASMADISK"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienPlasmaDisk"
            MinorFX="FX_AlienPlasmaDisk"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="ALIEN_RAILGUN"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienEMPHit"
            MinorFX="FX_AlienEMPHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="ALIEN_BUZZER"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienBuzzerHit"
            MinorFX="FX_AlienBuzzerHit"
            MajorVeteranFX="FX_AlienBuzzerHitHeroic"
            MinorVeteranFX="FX_AlienBuzzerHitHeroic" />
        <FXGroup
            Type="ALIEN_CANNON"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienAutoCannonHit"
            MinorFX="FX_AlienAutoCannonHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="ALIEN_LASER"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienLaserHit"
            MinorFX="FX_AlienLaserHit"
            MajorVeteranFX=""
            MinorVeteranFX="" />
        <FXGroup
            Type="ALIEN_TIBSHARD"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienTibShardHitBuilding"
            MinorFX="FX_AlienTibShardHitBuilding"
            MajorVeteranFX="FX_AlienTibShardHitHeroicBuilding"
            MinorVeteranFX="FX_AlienTibShardHitHeroicBuilding" />
        <FXGroup
            Type="ALIEN_TIBSHARDBLUE"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_AlienTibShardHitBlueBuilding"
            MinorFX="FX_AlienTibShardHitBlueBuilding"
            MajorVeteranFX="FX_AlienTibShardHitBlueHeroicBuilding"
            MinorVeteranFX="FX_AlienTibShardHitBlueHeroicBuilding" />
        <FXGroup
            Type="CLUBBING"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="FX_MutantSplash"
            MinorFX="FX_MutantSplash"
            MajorVeteranFX=""
            MinorVeteranFX="" />
    </DamageFX>
</AssetDeclaration>
 

again add a section to this that looks something like:

 

 

<FXGroup
            Type="REPAIR_GUN"
            Amount="10"
            ThrottleTime="0s"
            MajorFX="Add your welding sparks/repair effect here"
            MinorFX="Add your welding sparks/repair effect here"
            MajorVeteranFX=""
            MinorVeteranFX="" />
 

And you save and reference that file in your static.xml file like the rest.

 

then in your weapon file make a weapon nugget that looks something like this:

 

 

<DamageNugget
                Damage="100.0"
                Radius="0.0"
                DelayTimeSeconds="0.0s"
                DamageType="HEALING"
                DamageFXType="REPAIR_GUN"        
                 />
 

This should work...or atleast is does for me in TW.

Edited by Ravendark

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For the animation:

 

Infantry have a ConditionsYes: SELELCTED

that plays a animation when a unit is selected. You could comment that whole animation set out, or create a animation condition called: ConditionsYes: ATTACKING SELECTED with a coresponding animation

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For the animation:

 

Infantry have a ConditionsYes: SELELCTED

that plays a animation when a unit is selected. You could comment that whole animation set out, or create a animation condition called: ConditionsYes: ATTACKING SELECTED with a coresponding animation

I tried to create the unit Jumpjet and just copied most of the code from shadowteam. There's a problem about firing in the air. I searched and found when shadowteam changed to flymode, the animationstate is ConditionsYes="LOCOMOTOR_NORMAL_UPGRADED", I tried to add a new animation about firing in the air and made the new state ConditionsYes="LOCOMOTOR_NORMAL_UPGRADED USING_WEAPON_A". However, it still firing like normalmode just on the groud. Is there sth. wrong with my code ?

Edited by ztz2019

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I tried to create the unit Jumpjet and just copied most of the code from shadowteam. There's a problem about firing in the air. I searched and found when shadowteam changed to flymode, the animationstate is ConditionsYes="LOCOMOTOR_NORMAL_UPGRADED", I tried to add a new animation about firing in the air and made the new state ConditionsYes="LOCOMOTOR_NORMAL_UPGRADED USING_WEAPON_A". However, it still firing like normalmode just on the groud. Is there sth. wrong with my code ?

 

Do us all a favor and create a new topic for this. Helps keep things abit more organised. Not only for those particpating in this topic but also for others for future reference.

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Animation states are parsed from top to bottom to see which one matches the current. So an animation state with conditions CONDITION_A CONDITION_B has to come before one with just CONDITION_A. Otherwise the condition predicate matches the one with only CONDITION_A and just plays that.

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in editing the DamageFX parts, do I need to save it on the original file or make new one in the mod folder xml?

 

 

I done pretty much everything you told me (tried both metods with the DamageFX)

and none worked, when I put the Repair_fx in the VeteranFXs KW's SDKs tells me that the game may crash if I use these animation, and when I tried to put the FXs that inside the "Repair_fx" nothing happend in game

 

here my weapon fx without the editing

 

<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<WeaponTemplate
 CanFireWhileMoving="False" 
ReAcquireDetailType="PER_CLIP" 
ClipSize="3" FireFX="FX_Repair" 
FiringLoopSound="AudioEvent:GDI_RepairDrone_sparks_delayedLoop" 
WeaponSpeed="999999" AcceptableAimDelta="10d" AttackRange="12" 
Name="SaboteurRepairCannon" id="SaboteurRepairCannon">
<FiringDuration MaxSeconds="0.5s" MinSeconds="0.5s"/>
<ClipReloadTime/>
<Nuggets>
<DamageNugget Damage="15" Radius="10" DamageType="HEALING">
<SpecialObjectFilter Relationship="ALLIES" Rule="ANY" Include="HUGE_VEHICLE VEHICLE" Exclude="INFANTRY HORDE"/>
</DamageNugget>
</Nuggets>
</WeaponTemplate>
</AssetDeclaration>

 

After editing

 

 

<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<WeaponTemplate 
CanFireWhileMoving="False" 
ReAcquireDetailType="PER_CLIP" 
ClipSize="3" 
FiringLoopSound="AudioEvent:GDI_RepairDrone_sparks_delayedLoop" 
WeaponSpeed="999999" 
AcceptableAimDelta="10d" 
AttackRange="12" 
Name="SaboteurRepairCannon" 
id="SaboteurRepairCannon">
<FiringDuration 
MaxSeconds="0.5s" 
MinSeconds="0.5s"/>
<ClipReloadTime/>
<Nuggets>
<DamageNugget 
Damage="15" 
Radius="10"
DamageFXType="REPAIR_GUN" 
DamageType="HEALING">
<SpecialObjectFilter 
Relationship="ALLIES" 
Rule="ANY" 
Include="HUGE_VEHICLE VEHICLE" 
Exclude="INFANTRY HORDE"/>
</DamageNugget>
</Nuggets>
</WeaponTemplate></AssetDeclaration>
Edited by Egozi44

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The animation didn't work as well but probably because I don't know to how make it work

 

 

Here the animation I use (before the editing) , I tried to add "SELECTED" and other stuff but I assume I need to add <Script> and add State but don't really sure how

 

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="USING_WEAPON_A">

<Animation AnimationPriority="15"

AnimationMode="LOOP"

AnimationName="NUSABTR_KBFC"

AnimationBlendTime="10"/>

</AnimationState>

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in editing the DamageFX parts, do I need to save it on the original file or make new one in the mod folder xml?

The schematic changes you override that (backit up just incase)

The damageFX itself is probably better if you create a new xml file and add that to that, then reference it in your static.xml

 

For the animation you just add both condition to conditionsyes= Attacking Selected

and that should do it, make sure to add it above Attacking and selected as megumi mentioned else its possible it will default to just attacking OR selected conditions.

 

You could smooth it out with animations states and transitions but at this stage i would just try to get it working at all.

 

alternativly you could try to give the saboteur/engineer the repair drone attach module and use that to trigger the fx, think you can even trigger the animation that way iirc. altho triggering the animation might need some scripting work possibly.

Edited by Ravendark

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Adding Attacking Selected above the "SELECTED" and "COVER SELECTED" result in the opposite behavior xD

The saboteur will now knee when you attacking and selected, but when unselected it will stand xD

 

adding the repair drone attach module result in a smaller spark fx (way smaller then the one I use for attacking) that appear only beneath the saboteur... probably because the fx is set for the repair drone which is flying... but it either way only show up on the saboteur himself and not on the unit)

 

 

Trying to adding the GDIRepairDroneSparks and GDIRepairDroneFlash in the VehicleDamageFX result with no fx shows up at all :/

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So if no one know how fix the saboteur animation then I want to move to the next subject

BTW it unrelated but I don't really want to open new topic for it

 

Does anyone knows how to fix the NOD's Tib Vein Detonation money bug?

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So if no one know how fix the saboteur animation then I want to move to the next subject

BTW it unrelated but I don't really want to open new topic for it

 

Does anyone knows how to fix the NOD's Tib Vein Detonation money bug?

 

what is the bug?

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what is the bug?

 

 

It a famous bug that I personally never noticed unit I read about it on the net xD

I assume that the bug didn't happened in ver 1.00 which I played a lot back then and appeared in v1.02 or 1.01

like that Machampe rally point bug which also not present in ver 1.00 btw

 

 

this is the bug (credit to gamereplays.org) :

 

"Tiberium Vein Detonation is bugged and will subtract all your money, up to an additional $4000, a couple of seconds after the power finishes. To avoid this, try and keep your credit pile as close to $4000 as possible right before you drop the power."

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Iirc cgf123 fixed it in his 1.2+ and 1.3 stuff with my help, could be wrong as I don't really remember, but your best bet would be to ask him directly.

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It was fixed in these patches but he don't willing to help

I don't sure if the bug is coded like the meachamp bug or if it can be fixed with the current SDK

 

Any chance that you recall how you helped him fix it (if your memory was correct) ?

Edited by Egozi44

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So... I assume that no one know or want to help with the Tiberium Vein Detonation bug?

 

Shall I move to the next question?

 

 

Just in case you looking in the vein detonation, it seem that the bug only occur at the end of the special power (the additional money will be taken after the attack finished)

I tried to mess a bit with the cost and when I changed the money to take "-0" (in other words to be free), nothing was taken at the end of the SP, so it seem to be bug that trigger from xml that work at the end of the attack?

Edited by Egozi44

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At a quick glance there seems to be nothing obvious in the coding that triggers a secondary cost. This could just be a engine related bug.

If you really wantto fix it, try reworking it from something that works....like the orca airstrike or such.

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You mean to remake the entire thing? :o (which I probably can't)

 

or just the special power and OCL?

 

 

I tried to "remake" the meachamp (Took other scrin's unit and replace everything one by one) and it didn't fix it rally points bug

 

 

but I once tried it with the MRT's bugged repair drone and it worked

Edited by Egozi44

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