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ztz2019

Two of the assets that no way to be extracted

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Mantis's voices --which can't see in asset extractor

 

Reckoner's code -- Wrathed can't analysis the code of Reckoner, so the principle of 2 to 3 passenger slots will be a mystery.

 

I once used gameassassin tried to capture the voice of mantis, and full of noise :mad:

Edited by ztz2019

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The Mantis has no real voice, as with Scrin units it's just gibberish. Thus the files are not in global_[language] but in global_common.

WrathEd cannot load the Reckoner because it uses a class which I messed up. You can fix the gamedefinition and it will load. (Can't remember where the error was)

Edited by Lauren

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recknoner...thats the bunker trunk right?

 

i can browse its xml tho no problem, could be i have the modified kwrath files from jvn...can't remember if he fied anything related to kw, thought it was Tw he added a whole lot of definitions to it?

 

anyway the nodbunkertruck code:

 

bunkertruck.txt

 

also from a quick look:

KW uses a modified schematic for the transportcontainmodule, i dont think you can copy that code into tw.

<Asset
        id="TransportContainUpgradeOverrideData">
        <EntryWeakReference
            id="UpgradeTriggeredBy"
            AssetType="UpgradeTemplate"
            IsAttribute="true"
            IsRequired="true" />
        <Entry
            id="AdditionalSlots"
            AssetType="SageUnsignedInt"
            IsAttribute="true"
            Default="0" />
    </Asset>
 

it also uses an upgraded version of the Opencontain module wich it inherits from in the transportcontain module.

 

but basicly it uses extra 2 bits to upgrade the passenger slots on deploy:

<OpenContainUpgradeOverride
                    UpgradeTriggeredBy="Upgrade_DeployNODBunkerTruck"
                    ObjectStatusOfContained="CAN_ATTACK UNSELECTABLE ENCLOSED" />
                <TransportContainUpgradeOverride
                    UpgradeTriggeredBy="Upgrade_DeployNODBunkerTruck"
                    AdditionalSlots="1" />
 

that is new to KW and not doable (?directly?) in TW because those functions dont exist in TW.

Edited by Ravendark

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Well, it's not important temporarily.

 

I want a unit which equipped anti_infa gun to attack all ground unit and secondary anti_vehicle rocket only attack vehicle and structure, except infantry. How to emplement it ?

 

In ZH, it used preferredagainst module, to set the rocket "preferredagainst = secondary vehicle structure"

and I found the code in WeaponSet.xsd


<xs:complexType name="WeaponTemplateSet">
	<xs:sequence>
		<xs:element name="Slot"
			maxOccurs="unbounded"
			minOccurs="0">
			<xs:complexType>
				<xs:sequence></xs:sequence>
				<xs:attribute name="WeaponSlot"
					balance:field="WeaponSlot" 
					type="WeaponSlotType" />
				<xs:attribute name="WeaponTemplate"
					type="WeaponRef"
					balance:category="WeaponTemplate"/>
				<xs:attribute name="PreferredAgainst"
					type="KindOfBitFlags"
					XmlEdit:Category="Engineering" />
				<xs:attribute name="OnlyAgainst"
						type="KindOfBitFlags"
						XmlEdit:Category="Engineering" />
				<xs:attribute name="AutoChooseMask"
						type="CommandSourceBitFlags" />
				<xs:attribute name="OnlyInCondition"
						type="ModelConditionBitFlags" />
			</xs:complexType>
		</xs:element>
	</xs:sequence>
	<xs:attribute name="Conditions"
		type="WeaponSetBitFlags" />
	<xs:attribute name="OnlyAgainst"
		type="WeaponSlotType" />
	<xs:attribute name="OnlyInCondition"
		type="WeaponSlotType" />
	<xs:attribute name="ShareWeaponReloadTime"
		type="SageBool"
		default="false" />
	<xs:attribute name="WeaponLockSharedAcrossSets"
		type="SageBool"
		default="false" />
	<xs:attribute name="ReadyStatusSharedWithinSet"
		type="SageBool"
		default="false" />
	<xs:attribute name="DefaultWeaponChoiceCritera"
		type="WeaponChoiceCriteria" />
</xs:complexType>

 

But how to use in unit.xml ?

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Well, thanx, and it's not important temporarily.

 

I want a unit which equipped anti_infa gun to attack all ground unit and secondary anti_vehicle rocket only attack vehicle and structure, except infantry. How to emplement it ?

 

In ZH, it used preferredagainst module, to set the rocket "preferredagainst = secondary vehicle structure"

and I found the code in WeaponSet.xsd


<xs:complexType name="WeaponTemplateSet">
	<xs:sequence>
		<xs:element name="Slot"
			maxOccurs="unbounded"
			minOccurs="0">
			<xs:complexType>
				<xs:sequence></xs:sequence>
				<xs:attribute name="WeaponSlot"
					balance:field="WeaponSlot" 
					type="WeaponSlotType" />
				<xs:attribute name="WeaponTemplate"
					type="WeaponRef"
					balance:category="WeaponTemplate"/>
				<xs:attribute name="PreferredAgainst"
					type="KindOfBitFlags"
					XmlEdit:Category="Engineering" />
				<xs:attribute name="OnlyAgainst"
						type="KindOfBitFlags"
						XmlEdit:Category="Engineering" />
				<xs:attribute name="AutoChooseMask"
						type="CommandSourceBitFlags" />
				<xs:attribute name="OnlyInCondition"
						type="ModelConditionBitFlags" />
			</xs:complexType>
		</xs:element>
	</xs:sequence>
	<xs:attribute name="Conditions"
		type="WeaponSetBitFlags" />
	<xs:attribute name="OnlyAgainst"
		type="WeaponSlotType" />
	<xs:attribute name="OnlyInCondition"
		type="WeaponSlotType" />
	<xs:attribute name="ShareWeaponReloadTime"
		type="SageBool"
		default="false" />
	<xs:attribute name="WeaponLockSharedAcrossSets"
		type="SageBool"
		default="false" />
	<xs:attribute name="ReadyStatusSharedWithinSet"
		type="SageBool"
		default="false" />
	<xs:attribute name="DefaultWeaponChoiceCritera"
		type="WeaponChoiceCriteria" />
</xs:complexType>

 

But how to use in unit.xml ? Or is there anyway else to emplement the filter function? The SpecialObjectFilter will set weapon no damage to mismatch unit, I just want it don't shoot mismatch unit automaticlly, and if hit on the unit wil also take damage.

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that is old code that doesnt seem to work anymore, or atleast i havent heared of anyone being able to implememnt it correctly in TW so far, could be wrong ofc.

 

An actuall work arround is the following way:

 

<DamageNugget 
	Damage="55.0"
	Radius="20.0" 
	DelayTimeSeconds="0.0s"
	DamageType="GUN"
	DamageFXType="GDI_MACHINEGUN"
	DeathType="NORMAL" >
		<SpecialObjectFilter
                  Rule="ALL"
                  Exclude="VEHICLE"/>
                <DamageScalarDetails
                  Scalar="0%">
                   <Filter
                    Rule="NONE"
                    Include="VEHICLE" />
                </DamageScalarDetails>
</DamageNugget >

by giving it a scalar % of 0, the weaponlogic will only use the most damaging weapon when choosing a weapon...so 0% against VEHICLE means it wont use that weapon against vehicle. If you add a similar section to your rocket weapon and change vehicle to infantry, the rocket weapon will only be used against vehicles. structure etc, not infantry anymore.

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The issue is that such a set up will only really work if the unit is never set to 'Aggressive' stance, and also if the both of the weapons are exactly the same range.

 

If that is not the case, then if the unit is aggressive, or if it is the skirmish AI using the unit, it will frequently use a weapon against a target despite the fact that it is doing no damage.

 

I would not be surprised if C&C3 had the worst multiple weapon handling code out of all the SAGE engine games.

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Haven't really noticed that issue, i use that way of coding on some of my units ...even with different ranges it seems to work, switching to agressive never seemed to **** it up...or atleast i never noticed it doing so.

no idea what happens if used by a skirmish ai, i have most my changes in a new side, so that could idd come up as a issue maybe.



I would not be surprised if C&C3 had the worst multiple weapon handling code out of all the SAGE engine games.

From a design aspect TW and KW all have a simple weapon setup, rather verry rock paper scissorlike imo. If you look at bfme or generals there was more diversity to the weapon requirememnts, more skillshots from units and selectable loadouts/upgradeable loadouts.

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But Kane's Wrath does not have a simple weapon set up, due to the Epic units and the Mechapede.

 

The WeaponSet code would have helped greatly with these multi-weapon set ups.

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The problem is more that people throw all their weapons into the primary slot. If you use secondary/tertiary etc correctly it basically works as it does in Generals.

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But Kane's Wrath does not have a simple weapon set up, due to the Epic units and the Mechapede.

 

The WeaponSet code would have helped greatly with these multi-weapon set ups.

ye altho they use multiple weapons they use them mostly in a fire against everything method, where the only small diversion comes in the form of anti air or not.

In all of TW or KW i can't remember a multiweapon setup that uses weapons that are forbidden against specific targets...enless you look at the commando c4 and such. For the most part its fire at will on all weapon slots.

Would've been nice if the ani masks where more like general or red alert 3.

 

The problem is more that people throw all their weapons into the primary slot. If you use secondary/tertiary etc correctly it basically works as it does in Generals.

idd i admit guilty to that, started learning the merits of using more of the secondary and more slot when i was experimenting with my fuelweapon.

 

One of the biggest issues i have with the weaponslot or weapon code is that its hard and long work to figure out how all those modifiers work together..antimasks,objectfilters,preferedagainst,autoaquire logic and WeaponChoiceCriteria, would've been nicer if it was all rather straitforward or grouped under one section and not spread out over the whole unit. Not to mention if you start adding specialpowers to the weapons.

 

So far most of my (simpler) weapon designs work as i want(intend) either by design or sometimes by sheer luck of experimentation B)

Edited by Ravendark

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The issue is that such a set up will only really work if the unit is never set to 'Aggressive' stance, and also if the both of the weapons are exactly the same range.

 

If that is not the case, then if the unit is aggressive, or if it is the skirmish AI using the unit, it will frequently use a weapon against a target despite the fact that it is doing no damage.

 

I would not be surprised if C&C3 had the worst multiple weapon handling code out of all the SAGE engine games.

Err..., I agree with U -_-b

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