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sniperwolf08

Player Special Power (Kane's Wrath)

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I'm trying to make the Nod Master Computer Countermeasures a player power (sidebar ability) in Cnc3:KW. I've tried the cnc3 tutorials in different websites but it doesn't work. Any ideas?

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change

 

 

<SpecialPowerButton
                Id="Command_ComputerCounterMeasures">
                <State
                    Image="Button_PlayerPowerComputerCountermeasures"
                    Title="NAME:PlayerPowerComputerCounterMeasures"
                    TypeDescription="TYPE:PlayerPowerComputerCounterMeasures"
                    Description="DESC:PlayerPowerComputerCounterMeasures" />
</SpecialPowerButton>
 

into

 

 

<PowerButton
                Id="Command_ComputerCounterMeasures">
                <State
                    Image="Button_PlayerPowerComputerCountermeasures"
                    Title="NAME:PlayerPowerComputerCounterMeasures"
                    TypeDescription="TYPE:PlayerPowerComputerCounterMeasures"
                    Description="DESC:PlayerPowerComputerCounterMeasures" />
 </PowerButton>
 

add this to

 

make a new xml file called

 

playerspellbook.xml containing:

 

 

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
    <GameObject
        id="PlayerSpellBook"
        KindOf="IMMOBILE INERT IGNORES_SELECT_ALL SPELL_BOOK"
        RadarPriority="NOT_ON_RADAR"
        BuildCompletion="INVALID"
        FenceWidth="0"
        FenceXOffset="0"
        RemoveTerrainRadius="0"
        EmotionRange="0"
        PlacementViewAngle="0d"
        BuildFadeInOnCreateTimeSeconds="0s"
        FactoryExitWidth="0"
        FactoryExtraBibWidth="0"
        Side="Neutral"
        EditorName="PlayerSpellBook"
        EditorSorting="SYSTEM"
        BountyValue="0"
        BuildTime="0"
        BuildFadeInOnCreateTime="0"
        EnergyProduction="0"
        EnergyBonus="0"
        CommandSet="PlayerSpellBookCommandSet"
        SelectPortrait=""
        ButtonImage=""
        VoicePriority="0"
        MinZIncreaseForVoiceMoveToHigherGround="-1"
        CrowdResponse=""
        CampnessValue="0"
        CampnessValueRadius="600"
        Scale="1"
        HealthBoxScale="1.5"
        HealthBoxHeightOffset="10"
        OcclusionDelay="0"
        LiveCameraPitch="0"
        FormationWidth="1"
        FormationDepth="1"
        InstanceScaleFuzziness="0"
        ThreatRadius="-1"
        RamPower="0"
        RamZMult="1"
        ShockwaveResistance="0"
        CommandPoints="0"
        CommandPointBonus="0"
        VoiceAttackChargeTimeout="0"
        MaxDistanceForEngaged="0"
        EngagedStateTimeout="0"
        ThreatLevel="1"
        SlopeLimitIndex="0"
        PathfindDiameter="-1"
        SupplyOverride="0"
        DisplayMeleeDamage="-1"
        DisplayRangedDamage="-1"
        HeroSortOrder="2147483647"
        FiringArc="360"
        CamouflageDetectionMultiplier="1"
        SelectionPriority="2147483647"
        ProductionQueueType="INVALID"
        BuildPlacementTypeFlag="INVALID"
        BuildOnRequiredObjectKindOf=""
        UnitCategory="NONE"
        WeaponCategory="NONE"
        HasFiredRecentlyTime="2s"
        UnitTypeIcon=""
        ReinvisibilityDelay="4s"
        CaptureTime="0s"
        BuildCost="0"
        RefundValue="0"
        ThreatValue="0"
        MaxSimultaneousOfType="0"
        TransportSlotCount="0"
        IsTrainable="True"
        IsForbidden="False"
        IsPrerequisite="False"
        IsGrabbable="False"
        IsHarvestable="False"
        StructureRubbleHeight="0"
        ForceLuaRegistration="False"
        ShowHealthInSelectionDecal="False"
        KeepSelectableWhenDead="False"
        IsAutoBuilt="False"
        CanPathThroughGates="True"
        ShouldClearShotsOnIdle="False"
        BuildInProximityToSamePlayerStucture="True">
        <ArmorSet
            Armor="NoArmor"
            DamageFX=""
            Conditions="" />
        <Draws>
            <ScriptedModelDraw
                id="50DF2C46"
                RecoilDamping="0.4"
                MaxRecoilDistance="3"
                InitialRecoilSpeed="2"
                RecoilSettleSpeed="0.065"
                MinLODRequired="LOW"
                ProjectileBoneFeedbackEnabledSlots=""
                TrackMarks=""
                DependencySharedModelFlags=""
                HighDetailLODThreshold="0"
                LowDetailLODThreshold="0"
                WadingParticleSys=""
                AlphaCameraFadeOuterRadius="0"
                AlphaCameraFadeInnerRadius="0"
                AlphaCameraAtInnerRadius="100%"
                StaticSortLevelWhileFading="-1"
                BirthFadeTime="0"
                OkToChangeModelColor="True"
                AnimationsRequirePower="True"
                UseYAxisForTurretRotation="False"
                TrackMarksOnlyWhenCorneringQuickly="False"
                UseProducerTexture="False"
                NoRotate="False"
                UseFiringArcRotation="False"
                Selectable="True"
                RandomTextureFixedRandomIndex="False"
                ParticlesAttachedToAnimatedBones="False"
                ParticleBonesCheckDrawable="False"
                ShadowForceDisable="False"
                SwitchModelLODMode="False"
                StaticModelLODMode="False"
                ShowShadowWhileContained="False"
                UseStandardModelNames="False"
                UseDefaultAnimation="False"
                BirthFadeAdditive="False"
                ZWriteDisableOverride="False"
                MultiPlayerOnly="False"
                AffectedByStealth="True"
                InvertStealthOpacity="False"
                HighDetailOnly="False"
                SetAnimsToLastFrameOnConstructionComplete="True">
                <ModelConditionState
                    ParseCondStateType="PARSE_DEFAULT"
                    PortraitImage=""
                    ButtonImage=""
                    RetainSubObjects="False">
                    <Model
                        Name=""
                        ExtraMesh="False" />
                </ModelConditionState>
            </ScriptedModelDraw>
        </Draws>
        <Behaviors>
            <PlayerPowerManager
                id="D586E5B0"
                SpecialPowerTemplate="SpecialPowerEMPControlCenter" />
            <PlayerPowerManager
                id="7CA79715"
                SpecialPowerTemplate="SpecialPowerCallSupportGDIAirborne" />
            <PlayerPowerManager
                id="85C5D528"
                SpecialPowerTemplate="SpecialPowerCallSupportBloodhound" />
            <PlayerPowerManager
                id="13082C65"
                SpecialPowerTemplate="SpecialPowerCallSupportHunterKillerTeam" />
            <PlayerPowerManager
                id="4C84AA8F"
                SpecialPowerTemplate="SpecialPowerGDI_SpaceCommandDropPods" />
            <PlayerPowerManager
                id="6142DEB1"
                SpecialPowerTemplate="SpecialPowerGDI_SpaceCommandShockwaveArtillery" />
            <PlayerPowerManager
                id="17BABEB9"
                SpecialPowerTemplate="SpecialPowerRadarScan" />
            <PlayerPowerManager
                id="FC1B318E"
                SpecialPowerTemplate="SpecialPowerBombingRun" />
            <PlayerPowerManager
                id="A6809740"
                SpecialPowerTemplate="SpecialPowerIonCannonControlIonCannon" />
            <PlayerPowerManager
                id="86FFE70A"
                SpecialPowerTemplate="SpecialPowerNuclearMissile" />
            <PlayerPowerManager
                id="E59DAA48"
                SpecialPowerTemplate="SpecialPowerCloneObjectSelect" />
            <PlayerPowerManager
                id="AE9EDE42"
                SpecialPowerTemplate="SpecialPowerCloneObjectSpawn" />
            <PlayerPowerManager
                id="67848943"
                SpecialPowerTemplate="SpecialPowerDispatchRadarJammingMissile" />
            <PlayerPowerManager
                id="2B48313D"
                SpecialPowerTemplate="SpecialPowerLaunchCatalystMissile" />
            <PlayerPowerManager
                id="D3C96EA7"
                SpecialPowerTemplate="SpecialPower_BurrowMines" />
            <PlayerPowerManager
                id="27F05251"
                SpecialPowerTemplate="SpecialPowerSeedTiberium" />
            <PlayerPowerManager
                id="03AF1DF6"
                SpecialPowerTemplate="SpecialPowerAirDispersion" />
            <PlayerPowerManager
                id="A0A4570B"
                SpecialPowerTemplate="SpecialPowerRedShadowStrikeTeam" />
            <PlayerPowerManager
                id="D0B2737C"
                SpecialPowerTemplate="SpecialPower_CloakingField" />
            <PlayerPowerManager
                id="9B2A801D"
                SpecialPowerTemplate="SpecialPower_MarkedOfKaneCloakingField" />
            <PlayerPowerManager
                id="ACE73CC6"
                SpecialPowerTemplate="SpecialPowerTibVeinDetonation" />
            <PlayerPowerManager
                id="4FB725ED"
                SpecialPowerTemplate="SpecialPowerAlienRepairDrones" />
            <PlayerPowerManager
                id="13D6F5E7"
                SpecialPowerTemplate="SpecialPower_TiberiumVibrationScan" />
            <PlayerPowerManager
                id="14AFB35E"
                SpecialPowerTemplate="SpecialPower_LightningSpike" />
            <PlayerPowerManager
                id="8A7B79FC"
                SpecialPowerTemplate="SpecialPower_SummonMothership" />
            <PlayerPowerManager
                id="F7A39447"
                SpecialPowerTemplate="SpecialPower_RiftGeneratorWeapon" />
            <PlayerPowerManager
                id="144229D3"
                SpecialPowerTemplate="SpecialPower_CrystalShield" />
            <PlayerPowerManager
                id="88F52C97"
                SpecialPowerTemplate="SpecialPower_WormHole" />
            <PlayerPowerManager
                id="56528BC1"
                SpecialPowerTemplate="SpecialPower_Traveler59WormHole" />
            <PlayerPowerManager
                id="296C41CC"
                SpecialPowerTemplate="SpecialPower_Swarm" />
            <PlayerPowerManager
                id="C6559DF6"
                SpecialPowerTemplate="SpecialPower_PhaseField" />
            <PlayerPowerManager
                id="A5E3614C"
                SpecialPowerTemplate="SpecialPower_BattleshipSpotTargetBombard" />
            <PlayerPowerManager
                id="34680889"
                SpecialPowerTemplate="SpecialPower_AlienShockPods" />
            <PlayerPowerManager
                id="7062062C"
                SpecialPowerTemplate="SpecialPower_AlienSeedTiberium" />
            <PlayerPowerManager
                id="CD159661"
                SpecialPowerTemplate="SpecialPower_SummonTibHive" />
            <PlayerPowerManager
                id="953883B2"
                SpecialPowerTemplate="SpecialPower_TemporalWormhole" />
            <PlayerPowerManager
                id="1B61FBB4"
                SpecialPowerTemplate="SpecialPower_Reaper17TiberiumVibrationScan" />
            <PlayerPowerManager
                id="952A1F92"
                SpecialPowerTemplate="SpecialPower_OverlordsWrath" />
            <PlayerPowerManager
                id="3EE60312"
                SpecialPowerTemplate="SpecialPower_RailgunAccelerator" />
            <PlayerPowerManager
                id="BA7ADC1E"
                SpecialPowerTemplate="SpecialPower_MjolnirStrike" />
            <PlayerPowerManager
                id="0C280A57"
                SpecialPowerTemplate="SpecialPower_SupersonicAirAttack" />
            <PlayerPowerManager
                id="4129D442"
                SpecialPowerTemplate="SpecialPower_LaserFencing" />
            <PlayerPowerManager
                id="07DDC2BB"
                SpecialPowerTemplate="SpecialPower_SonicRepulsionField" />
            <PlayerPowerManager
                id="893D43A7"
                SpecialPowerTemplate="SpecialPower_PowerSignatureScan" />
            <PlayerPowerManager
                id="FC688F43"
                SpecialPowerTemplate="SpecialPowerZOCOM_SpaceCommandRaiderPods" />
            <PlayerPowerManager
                id="440374F6"
                SpecialPowerTemplate="SpecialPowerCallSupportZOCOMAirborne" />
            <PlayerPowerManager
                id="5988D69C"
                SpecialPowerTemplate="SpecialPowerCallSupportZOCOMBloodhound" />
            <PlayerPowerManager
                id="763AC667"
                SpecialPowerTemplate="SpecialPowerCallSupportSTBloodhound" />
            <PlayerPowerManager
                id="050EB07D"
                SpecialPowerTemplate="SpecialPowerZOCOMBombingRun" />
            <PlayerPowerManager
                id="DB994DA2"
                SpecialPowerTemplate="SpecialPower_MagneticMines" />
            <PlayerPowerManager
                id="9E0CF036"
                SpecialPowerTemplate="SpecialPower_DecoyTemple" />
            <PlayerPowerManager
                id="88C22CD3"
                SpecialPowerTemplate="SpecialPowerDecoyNuclearMissileTimer" />
            <PlayerPowerManager
                id="BCEC3DCA"
                SpecialPowerTemplate="MetaGameOp_NOD_Rise_Insurection" />
            <PlayerPowerManager
                id="8D715E45"
                SpecialPowerTemplate="MetaGameOp_Nod_Power_Friends_Of_Nod" />
            <PlayerPowerManager
                id="C35EFA9B"
                SpecialPowerTemplate="MetaGameOp_NodPowerNuclearMissile" />
            <PlayerPowerManager
                id="4869DA86"
                SpecialPowerTemplate="MetaGameOp_NodPowerTiberiumProductionSurge" />
            <PlayerPowerManager
                id="CCC66299"
                SpecialPowerTemplate="MetaGameOp_NODPowerTraitor" />
            <PlayerPowerManager
                id="79BF550F"
                SpecialPowerTemplate="MetaGameOp_NOD_Sabotage" />
            <PlayerPowerManager
                id="383C564C"
                SpecialPowerTemplate="SpecialPower_Redemption" />
            <PlayerPowerManager
                id="39D19AE3"
                SpecialPowerTemplate="MetaGameOp_Nod_Power_Black_Hand" />
            <PlayerPowerManager
                id="59137572"
                SpecialPowerTemplate="MetaGameOp_Nod_Power_Marked_Of_Kane" />
            <PlayerPowerManager
                id="F8FAE851"
                SpecialPowerTemplate="MetaGameOp_Nod_Power_Kane_Lives" />
            <PlayerPowerManager
                id="5011537D"
                SpecialPowerTemplate="MetaGameOp_Nod_Power_Stealth_Field" />
            <PlayerPowerManager
                id="0A2B2A98"
                SpecialPowerTemplate="MetaGameOp_NOD_Fury_Of_Nod" />
            <PlayerPowerManager
                id="A9072511"
                SpecialPowerTemplate="MetaGameOp_NOD_Vertigo_Strike" />
            <PlayerPowerManager
                id="43B513D2"
                SpecialPowerTemplate="MetaGameOp_GDIPowerIonBlast" />
            <PlayerPowerManager
                id="C1A1F7FA"
                SpecialPowerTemplate="MetaGameOp_SCRINPowerRiftGenerator" />
            <PlayerPowerManager
                id="13B17AA6"
                SpecialPowerTemplate="MetaGameOp_GDI_FireHawk_Raid" />
            <PlayerPowerManager
                id="6FA62A0B"
                SpecialPowerTemplate="MetaGameOp_GDIPowerStateOfEmergency" />
            <PlayerPowerManager
                id="7547D79D"
                SpecialPowerTemplate="MetaGameOp_GDI_Refugee_Aid" />
            <PlayerPowerManager
                id="8466E0F8"
                SpecialPowerTemplate="MetaGameOp_GDISonicAgitation" />
            <PlayerPowerManager
                id="F9E41826"
                SpecialPowerTemplate="MetaGameOp_GDIZocomInfiltration" />
            <PlayerPowerManager
                id="0970A323"
                SpecialPowerTemplate="MetaGameOp_GDIMediaBlitz" />
            <PlayerPowerManager
                id="F0AA7CD6"
                SpecialPowerTemplate="MetaGameOp_GDISkySentry" />
            <PlayerPowerManager
                id="6F5E2844"
                SpecialPowerTemplate="MetaGameOp_AlienPlague" />
            <PlayerPowerManager
                id="31C94C23"
                SpecialPowerTemplate="MetaGameOp_GDI_Power_SpecialForces" />
            <PlayerPowerManager
                id="93251E64"
                SpecialPowerTemplate="MetaGameOp_GDICommandoStrike" />
            <PlayerPowerManager
                id="DFCFEECC"
                SpecialPowerTemplate="MetaGameOp_SCRIN_Alien_Dropship" />
            <PlayerPowerManager
                id="C66C79E6"
                SpecialPowerTemplate="MetaGameOp_SCRIN_Wormhole" />
            <PlayerPowerManager
                id="541B70FC"
                SpecialPowerTemplate="MetaGameOp_SCRIN_BuildTower" />
            <PlayerPowerManager
                id="8F382759"
                SpecialPowerTemplate="MetaGameOp_AlienPhaseField" />
            <PlayerPowerManager
                id="59EB71DD"
                SpecialPowerTemplate="MetaGameOp_SCRIN_Eradicate" />
            <PlayerPowerManager
                id="2B80AA70"
                SpecialPowerTemplate="MetaGameOp_SCRIN_Ichor_Injection" />
            <PlayerPowerManager
                id="49A6C02F"
                SpecialPowerTemplate="MetaGameOp_AlienPowerPlanetaryBombardment" />
            <PlayerPowerManager
                id="89B92C86"
                SpecialPowerTemplate="MetaGameOp_SCRIN_Ion_Superstorm" />
        </Behaviors>
        <AI>
            <AIUpdate
                id="12FA48BA"
                AutoAcquireEnemiesWhenIdle="NO"
                StopChaseDistance="500"
                HoldGroundCloseRangeDistance="0"
                MinCowerTime="0s"
                MaxCowerTime="0s"
                RampageTime="0s"
                BurningDeathTime="0s"
                TimeToEjectPassengersOnRampage="0"
                ComboLocomotorSet="NORMAL"
                ComboLocoAttackDistance="80"
                IdleTargetTime="0s"
                MaxCombineChildren="1"
                SpawnOffsetRadius="0"
                StandGround="False"
                CanAttackWhileContained="False"
                RampageRequiresAflame="False"
                FadeOnPortals="False" />
        </AI>
        <Body>
            <HighlanderBody
                id="B313F576"
                MaxHealth="1"
                MaxHealthDamaged="0"
                MaxHealthReallyDamaged="0"
                InitialHealth="1"
                RecoveryTime="0"
                DodgePercent="0"
                EnteringDamagedTransitionTime="0s"
                EnteringReallyDamagedTransitionTime="0s"
                GrabFX=""
                GrabDamage="200"
                HealingBuffFX=""
                DamagedAttributeModifier=""
                ReallyDamagedAttributeModifier=""
                CheerRadius="200"
                BurningDeathFX=""
                SecondChanceUpgrade=""
                SecondChanceHeal="0"
                UseDefaultDamageSettings="True"
                RemoveUpgradesOnDeath="False"
                BurningDeathBehavior="False" />
        </Body>
        <Geometry
            IsSmall="True">
            <Shape
                Type="CYLINDER"
                ContactPointGeneration="NONE"
                MajorRadius="1"
                MinorRadius="1"
                Height="1"
                FrontAngle="0d"
                Active="True"
                UsedForHealthBox="True" />
        </Geometry>
    </GameObject>
</AssetDeclaration>

 

 

 

 

 

 

 



Previous post bugged out or such , cant edit it even :s,

have to continue down here

 

in the player spellbook add a line called:

 

 

<PlayerPowerManager
                id="PPManager_Countermeasures"
                SpecialPowerTemplate="SpecialPowerComputerCounterMeasures" />
 

 

and you reference that playerspellbook.xml in your static.xml file

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edit: nvm this..having some posting issues :s

Edited by Ravendark

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Got it working. Made a playerpowerbuttontemplate for it to work. Now I got another problem. The unitabilitytemplate for the temple of Nod is now useless, though its still present. Anyone know how to remove/overwrite it?

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Just remove it from the LogicCommandSet.

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I actually have question in regarde to the speelbook

 

does it also contain units seconds abilities?

 

Because let say I overwrite the current one, what will happend to all of the abilities and specials power someone added to his mod without the spellbook?

Will they stop working?

 

I assume that the Spellbook don't have abilities but better ask just in case

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the playerspellbook doesnt hold unitabilities(orcca sensorpod, spot bombardment etc) only playerpowers (ioncannon, drop pods etc).

 

Because let say I overwrite the current one, what will happend to all of the abilities and specials power someone added to his mod without the spellbook?

Will they stop working?

 

Not totaly sure what you mean by this but, you in general can't use 2 different mods together. Only one mod can be active at a time(enless you salve one to another true a add big line in the skudef, but that is more used as a way of patching and both bigs need to be tuned to eachother on what they can and can not overrride else crashes will happen).

 

Like

 

mod-game 1.9

add-big SoundOverhaul.big

add-big FXoverhaul.big

add-big MainMod.big

 

Idealy nothing in those 3 bigs should conflict with eachother.

So the idea of your mod being the canvas for other mods to be build upon is feasable i reckon, it can be difficult to do in practise maybe

Edited by Ravendark

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The player spell book is mostly a remnant from BFME. It was created because players needed a static object that they always have to fire their spells (special powers) as they aren't bound to a building.

 

In TW it's basically just a collection of PlayerPowerManager objects, these could also be placed in the corresponding object.

In RA3 it again holds the RadarBehavior, and the special powers as again the powers come from the player rank, not a specific building.

Edited by Lauren

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I see, I also want to add that to my mod

 

I opened similar post in the old c&c forum (I think?) but even with Ravendark help the thing didn't worked

Lauren also mentioned something about the spell book back then but I sort of give up at that point xD

 

 

I can do all the stuff you mentioned above but what I need to do with the playerpowerbuttontemplate?

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Also

 

<SpecialPowerButton
                Id="<SpecialPowerButton
                Id="Command_ComputerCounterMeasures">
                <State
                    Image="Button_PlayerPowerComputerCountermeasures"
                    Title="NAME:PlayerPowerComputerCounterMeasures"
                    TypeDescription="TYPE:PlayerPowerComputerCounterMeasures"
                    Description="DESC:PlayerPowerComputerCounterMeasures" />
</SpecialPowerButton>">
                <State
                    Image="Button_PlayerPowerComputerCountermeasures"
                    Title="NAME:PlayerPowerComputerCounterMeasures"
                    TypeDescription="TYPE:PlayerPowerComputerCounterMeasures"
                    Description="DESC:PlayerPowerComputerCounterMeasures" />
</SpecialPowerButton>
 

 

Command_ComputerCounterMeasures xml don't have all what you showed

 

ButtonStatePlayerPowerComputerCounterMeasures Have it, I need to change it there correct?

 

ButtonStatePlayerPowerComputerCounterMeasures also don't have

 

"SpecialPowerButton"

 

But instead have

 

"ButtonSingleStateData"

 

do I even in the right place?

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So did I was at the right place? xD

I want to add at as SP so badly, yet the stuff you said to do and the stuff that exist in KW look different

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you basicly need 3 things iirc:

Using the computer countermeasures as example:

<LogicCommand
        id="Command_ComputerCounterMeasures"
        Type="SPECIAL_POWER"
        Options="">
        <SpecialPower>SpecialPowerComputerCounterMeasures</SpecialPower>
    </LogicCommand>
 

 

and

 

<ButtonSingleStateData
        id="ButtonStatePlayerPowerComputerCounterMeasures">
        <State
            Image="Button_PlayerPowerComputerCountermeasures"
            Title="NAME:PlayerPowerComputerCounterMeasures"
            Description="DESC:PlayerPowerComputerCounterMeasures"
            TypeDescription="TYPE:PlayerPowerComputerCounterMeasures" />
    </ButtonSingleStateData>
 

 

and

 

<PlayerPowerButtonTemplate
        id="Button_PlayerPowerComputerCountermeasures"
        SpecialPower="SpecialPowerComputerCounterMeasures">
        <Data>
                 <Power
                            StateData="ButtonStatePlayerPowerComputerCounterMeasures" />
        <Data/>
</PlayerPowerButtonTemplate>
 

For none-targetable powers you use

 

<power
          StateData="your ButtonSingleStateData ID name"      /** example ButtonStatePlayerPowerComputerCounterMeasures **/
          />

for targetable powers you would use
<TargetedPower
        StateData="your ButtonSingleStateData ID name"       /** example ButtonStatePlayerPowerBombingRun **/
        RadiusCursor="your radius cursor id name"                /** TargetingDecalOrcaStrike **/
/>
If you use a ability that needs to target a specific object (example laser fence on a structure)
you use the following
        ValidTargetCursor="Your cursor name"      /** for correct target **/
        InvalidTargetCursor="Your cursor name"     /** for wrong target **/      
 

 

This should be the correct method, altho again atm im unable to test this, so confirmation from somebody that can would be welcome

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You forgot the spellbook

 

It didn't work for me

 

here what I done:

 

 

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<PlayerPowerButtonTemplate
        id="Button_PlayerPowerComputerCountermeasures"
        SpecialPower="SpecialPowerComputerCounterMeasures">
        <Data>
                 <Power
                            StateData="ButtonStatePlayerPowerComputerCounterMeasures"/>
        </Data>
</PlayerPowerButtonTemplate>
</AssetDeclaration>

 

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<ButtonSingleStateData
        id="ButtonStatePlayerPowerComputerCounterMeasures">
        <State
            Image="Button_PlayerPowerComputerCountermeasures"
            Title="NAME:PlayerPowerComputerCounterMeasures"
            Description="DESC:PlayerPowerComputerCounterMeasures"
            TypeDescription="TYPE:PlayerPowerComputerCounterMeasures" />
    </ButtonSingleStateData>
</AssetDeclaration>

 

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<LogicCommand
        id="Command_ComputerCounterMeasures"
        Type="SPECIAL_POWER"
        Options="">
        <SpecialPower>SpecialPowerComputerCounterMeasures</SpecialPower>
    </LogicCommand>
</AssetDeclaration>

 

And added it to the spell book

 

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
	<GameObject
		id="PlayerSpellBook"
		KindOf="IMMOBILE INERT IGNORES_SELECT_ALL SPELL_BOOK"
		RadarPriority="NOT_ON_RADAR"
		BuildCompletion="INVALID"
		FenceWidth="0"
		FenceXOffset="0"
		RemoveTerrainRadius="0"
		EmotionRange="0"
		PlacementViewAngle="0d"
		BuildFadeInOnCreateTimeSeconds="0s"
		FactoryExitWidth="0"
		FactoryExtraBibWidth="0"
		Side="Neutral"
		EditorName="PlayerSpellBook"
		EditorSorting="SYSTEM"
		BountyValue="0"
		BuildTime="0"
		BuildFadeInOnCreateTime="0"
		EnergyProduction="0"
		EnergyBonus="0"
		CommandSet="PlayerSpellBookCommandSet"
		SelectPortrait=""
		ButtonImage=""
		VoicePriority="0"
		MinZIncreaseForVoiceMoveToHigherGround="-1"
		CrowdResponse=""
		CampnessValue="0"
		CampnessValueRadius="600"
		Scale="1"
		HealthBoxScale="1.5"
		HealthBoxHeightOffset="10"
		OcclusionDelay="0"
		LiveCameraPitch="0"
		FormationWidth="1"
		FormationDepth="1"
		InstanceScaleFuzziness="0"
		ThreatRadius="-1"
		RamPower="0"
		RamZMult="1"
		ShockwaveResistance="0"
		CommandPoints="0"
		CommandPointBonus="0"
		VoiceAttackChargeTimeout="0"
		MaxDistanceForEngaged="0"
		EngagedStateTimeout="0"
		ThreatLevel="1"
		SlopeLimitIndex="0"
		PathfindDiameter="-1"
		SupplyOverride="0"
		DisplayMeleeDamage="-1"
		DisplayRangedDamage="-1"
		HeroSortOrder="2147483647"
		FiringArc="360"
		CamouflageDetectionMultiplier="1"
		SelectionPriority="2147483647"
		ProductionQueueType="INVALID"
		BuildPlacementTypeFlag="INVALID"
		BuildOnRequiredObjectKindOf=""
		UnitCategory="NONE"
		WeaponCategory="NONE"
		HasFiredRecentlyTime="2s"
		UnitTypeIcon=""
		ReinvisibilityDelay="4s"
		CaptureTime="0s"
		BuildCost="0"
		RefundValue="0"
		ThreatValue="0"
		MaxSimultaneousOfType="0"
		TransportSlotCount="0"
		IsTrainable="True"
		IsForbidden="False"
		IsPrerequisite="False"
		IsGrabbable="False"
		IsHarvestable="False"
		StructureRubbleHeight="0"
		ForceLuaRegistration="False"
		ShowHealthInSelectionDecal="False"
		KeepSelectableWhenDead="False"
		IsAutoBuilt="False"
		CanPathThroughGates="True"
		ShouldClearShotsOnIdle="False"
		BuildInProximityToSamePlayerStucture="True">
		<ArmorSet
			Armor="NoArmor"
			DamageFX=""
			Conditions="" />
		<Draws>
			<ScriptedModelDraw
				id="50DF2C46"
				RecoilDamping="0.4"
				MaxRecoilDistance="3"
				InitialRecoilSpeed="2"
				RecoilSettleSpeed="0.065"
				MinLODRequired="LOW"
				ProjectileBoneFeedbackEnabledSlots=""
				TrackMarks=""
				DependencySharedModelFlags=""
				HighDetailLODThreshold="0"
				LowDetailLODThreshold="0"
				WadingParticleSys=""
				AlphaCameraFadeOuterRadius="0"
				AlphaCameraFadeInnerRadius="0"
				AlphaCameraAtInnerRadius="100%"
				StaticSortLevelWhileFading="-1"
				BirthFadeTime="0"
				OkToChangeModelColor="True"
				AnimationsRequirePower="True"
				UseYAxisForTurretRotation="False"
				TrackMarksOnlyWhenCorneringQuickly="False"
				UseProducerTexture="False"
				NoRotate="False"
				UseFiringArcRotation="False"
				Selectable="True"
				RandomTextureFixedRandomIndex="False"
				ParticlesAttachedToAnimatedBones="False"
				ParticleBonesCheckDrawable="False"
				ShadowForceDisable="False"
				SwitchModelLODMode="False"
				StaticModelLODMode="False"
				ShowShadowWhileContained="False"
				UseStandardModelNames="False"
				UseDefaultAnimation="False"
				BirthFadeAdditive="False"
				ZWriteDisableOverride="False"
				MultiPlayerOnly="False"
				AffectedByStealth="True"
				InvertStealthOpacity="False"
				HighDetailOnly="False"
				SetAnimsToLastFrameOnConstructionComplete="True">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name=""
						ExtraMesh="False" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<PlayerPowerManager
				id="D586E5B0"
				SpecialPowerTemplate="SpecialPowerEMPControlCenter" />
			<PlayerPowerManager
				id="7CA79715"
				SpecialPowerTemplate="SpecialPowerCallSupportGDIAirborne" />
			<PlayerPowerManager
				id="85C5D528"
				SpecialPowerTemplate="SpecialPowerCallSupportBloodhound" />
			<PlayerPowerManager
				id="13082C65"
				SpecialPowerTemplate="SpecialPowerCallSupportHunterKillerTeam" />
			<PlayerPowerManager
				id="4C84AA8F"
				SpecialPowerTemplate="SpecialPowerGDI_SpaceCommandDropPods" />
			<PlayerPowerManager
				id="6142DEB1"
				SpecialPowerTemplate="SpecialPowerGDI_SpaceCommandShockwaveArtillery" />
			<PlayerPowerManager
				id="17BABEB9"
				SpecialPowerTemplate="SpecialPowerRadarScan" />
			<PlayerPowerManager
				id="FC1B318E"
				SpecialPowerTemplate="SpecialPowerBombingRun" />
			<PlayerPowerManager
				id="A6809740"
				SpecialPowerTemplate="SpecialPowerIonCannonControlIonCannon" />
			<PlayerPowerManager
				id="86FFE70A"
				SpecialPowerTemplate="SpecialPowerNuclearMissile" />
			<PlayerPowerManager
				id="E59DAA48"
				SpecialPowerTemplate="SpecialPowerCloneObjectSelect" />
			<PlayerPowerManager
				id="AE9EDE42"
				SpecialPowerTemplate="SpecialPowerCloneObjectSpawn" />
			<PlayerPowerManager
				id="67848943"
				SpecialPowerTemplate="SpecialPowerDispatchRadarJammingMissile" />
			<PlayerPowerManager
				id="2B48313D"
				SpecialPowerTemplate="SpecialPowerLaunchCatalystMissile" />
			<PlayerPowerManager
				id="D3C96EA7"
				SpecialPowerTemplate="SpecialPower_BurrowMines" />
			<PlayerPowerManager
				id="27F05251"
				SpecialPowerTemplate="SpecialPowerSeedTiberium" />
			<PlayerPowerManager
				id="03AF1DF6"
				SpecialPowerTemplate="SpecialPowerAirDispersion" />
			<PlayerPowerManager
				id="A0A4570B"
				SpecialPowerTemplate="SpecialPowerRedShadowStrikeTeam" />
			<PlayerPowerManager
				id="D0B2737C"
				SpecialPowerTemplate="SpecialPower_CloakingField" />
			<PlayerPowerManager
				id="9B2A801D"
				SpecialPowerTemplate="SpecialPower_MarkedOfKaneCloakingField" />
			<PlayerPowerManager
				id="ACE73CC6"
				SpecialPowerTemplate="SpecialPowerTibVeinDetonation" />
			<PlayerPowerManager
				id="4FB725ED"
				SpecialPowerTemplate="SpecialPowerAlienRepairDrones" />
			<PlayerPowerManager
				id="13D6F5E7"
				SpecialPowerTemplate="SpecialPower_TiberiumVibrationScan" />
			<PlayerPowerManager
				id="14AFB35E"
				SpecialPowerTemplate="SpecialPower_LightningSpike" />
			<PlayerPowerManager
				id="8A7B79FC"
				SpecialPowerTemplate="SpecialPower_SummonMothership" />
			<PlayerPowerManager
				id="F7A39447"
				SpecialPowerTemplate="SpecialPower_RiftGeneratorWeapon" />
			<PlayerPowerManager
				id="144229D3"
				SpecialPowerTemplate="SpecialPower_CrystalShield" />
			<PlayerPowerManager
				id="88F52C97"
				SpecialPowerTemplate="SpecialPower_WormHole" />
			<PlayerPowerManager
				id="56528BC1"
				SpecialPowerTemplate="SpecialPower_Traveler59WormHole" />
			<PlayerPowerManager
				id="296C41CC"
				SpecialPowerTemplate="SpecialPower_Swarm" />
			<PlayerPowerManager
				id="C6559DF6"
				SpecialPowerTemplate="SpecialPower_PhaseField" />
			<PlayerPowerManager
				id="A5E3614C"
				SpecialPowerTemplate="SpecialPower_BattleshipSpotTargetBombard" />
			<PlayerPowerManager
				id="34680889"
				SpecialPowerTemplate="SpecialPower_AlienShockPods" />
			<PlayerPowerManager
				id="7062062C"
				SpecialPowerTemplate="SpecialPower_AlienSeedTiberium" />
			<PlayerPowerManager
				id="CD159661"
				SpecialPowerTemplate="SpecialPower_SummonTibHive" />
			<PlayerPowerManager
				id="953883B2"
				SpecialPowerTemplate="SpecialPower_TemporalWormhole" />
			<PlayerPowerManager
				id="1B61FBB4"
				SpecialPowerTemplate="SpecialPower_Reaper17TiberiumVibrationScan" />
			<PlayerPowerManager
				id="952A1F92"
				SpecialPowerTemplate="SpecialPower_OverlordsWrath" />
			<PlayerPowerManager
				id="3EE60312"
				SpecialPowerTemplate="SpecialPower_RailgunAccelerator" />
			<PlayerPowerManager
				id="BA7ADC1E"
				SpecialPowerTemplate="SpecialPower_MjolnirStrike" />
			<PlayerPowerManager
				id="0C280A57"
				SpecialPowerTemplate="SpecialPower_SupersonicAirAttack" />
			<PlayerPowerManager
				id="4129D442"
				SpecialPowerTemplate="SpecialPower_LaserFencing" />
			<PlayerPowerManager
				id="07DDC2BB"
				SpecialPowerTemplate="SpecialPower_SonicRepulsionField" />
			<PlayerPowerManager
				id="893D43A7"
				SpecialPowerTemplate="SpecialPower_PowerSignatureScan" />
			<PlayerPowerManager
				id="FC688F43"
				SpecialPowerTemplate="SpecialPowerZOCOM_SpaceCommandRaiderPods" />
			<PlayerPowerManager
				id="440374F6"
				SpecialPowerTemplate="SpecialPowerCallSupportZOCOMAirborne" />
			<PlayerPowerManager
				id="5988D69C"
				SpecialPowerTemplate="SpecialPowerCallSupportZOCOMBloodhound" />
			<PlayerPowerManager
				id="763AC667"
				SpecialPowerTemplate="SpecialPowerCallSupportSTBloodhound" />
			<PlayerPowerManager
				id="050EB07D"
				SpecialPowerTemplate="SpecialPowerZOCOMBombingRun" />
			<PlayerPowerManager
				id="DB994DA2"
				SpecialPowerTemplate="SpecialPower_MagneticMines" />
			<PlayerPowerManager
				id="9E0CF036"
				SpecialPowerTemplate="SpecialPower_DecoyTemple" />
			<PlayerPowerManager
				id="88C22CD3"
				SpecialPowerTemplate="SpecialPowerDecoyNuclearMissileTimer" />
			<PlayerPowerManager
				id="BCEC3DCA"
				SpecialPowerTemplate="MetaGameOp_NOD_Rise_Insurection" />
			<PlayerPowerManager
				id="8D715E45"
				SpecialPowerTemplate="MetaGameOp_Nod_Power_Friends_Of_Nod" />
			<PlayerPowerManager
				id="C35EFA9B"
				SpecialPowerTemplate="MetaGameOp_NodPowerNuclearMissile" />
			<PlayerPowerManager
				id="4869DA86"
				SpecialPowerTemplate="MetaGameOp_NodPowerTiberiumProductionSurge" />
			<PlayerPowerManager
				id="CCC66299"
				SpecialPowerTemplate="MetaGameOp_NODPowerTraitor" />
			<PlayerPowerManager
				id="79BF550F"
				SpecialPowerTemplate="MetaGameOp_NOD_Sabotage" />
			<PlayerPowerManager
				id="383C564C"
				SpecialPowerTemplate="SpecialPower_Redemption" />
			<PlayerPowerManager
				id="39D19AE3"
				SpecialPowerTemplate="MetaGameOp_Nod_Power_Black_Hand" />
			<PlayerPowerManager
				id="59137572"
				SpecialPowerTemplate="MetaGameOp_Nod_Power_Marked_Of_Kane" />
			<PlayerPowerManager
				id="F8FAE851"
				SpecialPowerTemplate="MetaGameOp_Nod_Power_Kane_Lives" />
			<PlayerPowerManager
				id="5011537D"
				SpecialPowerTemplate="MetaGameOp_Nod_Power_Stealth_Field" />
			<PlayerPowerManager
				id="0A2B2A98"
				SpecialPowerTemplate="MetaGameOp_NOD_Fury_Of_Nod" />
			<PlayerPowerManager
				id="A9072511"
				SpecialPowerTemplate="MetaGameOp_NOD_Vertigo_Strike" />
			<PlayerPowerManager
				id="43B513D2"
				SpecialPowerTemplate="MetaGameOp_GDIPowerIonBlast" />
			<PlayerPowerManager
				id="C1A1F7FA"
				SpecialPowerTemplate="MetaGameOp_SCRINPowerRiftGenerator" />
			<PlayerPowerManager
				id="13B17AA6"
				SpecialPowerTemplate="MetaGameOp_GDI_FireHawk_Raid" />
			<PlayerPowerManager
				id="6FA62A0B"
				SpecialPowerTemplate="MetaGameOp_GDIPowerStateOfEmergency" />
			<PlayerPowerManager
				id="7547D79D"
				SpecialPowerTemplate="MetaGameOp_GDI_Refugee_Aid" />
			<PlayerPowerManager
				id="8466E0F8"
				SpecialPowerTemplate="MetaGameOp_GDISonicAgitation" />
			<PlayerPowerManager
				id="F9E41826"
				SpecialPowerTemplate="MetaGameOp_GDIZocomInfiltration" />
			<PlayerPowerManager
				id="0970A323"
				SpecialPowerTemplate="MetaGameOp_GDIMediaBlitz" />
			<PlayerPowerManager
				id="F0AA7CD6"
				SpecialPowerTemplate="MetaGameOp_GDISkySentry" />
			<PlayerPowerManager
				id="6F5E2844"
				SpecialPowerTemplate="MetaGameOp_AlienPlague" />
			<PlayerPowerManager
				id="31C94C23"
				SpecialPowerTemplate="MetaGameOp_GDI_Power_SpecialForces" />
			<PlayerPowerManager
				id="93251E64"
				SpecialPowerTemplate="MetaGameOp_GDICommandoStrike" />
			<PlayerPowerManager
				id="DFCFEECC"
				SpecialPowerTemplate="MetaGameOp_SCRIN_Alien_Dropship" />
			<PlayerPowerManager
				id="C66C79E6"
				SpecialPowerTemplate="MetaGameOp_SCRIN_Wormhole" />
			<PlayerPowerManager
				id="541B70FC"
				SpecialPowerTemplate="MetaGameOp_SCRIN_BuildTower" />
			<PlayerPowerManager
				id="8F382759"
				SpecialPowerTemplate="MetaGameOp_AlienPhaseField" />
			<PlayerPowerManager
				id="59EB71DD"
				SpecialPowerTemplate="MetaGameOp_SCRIN_Eradicate" />
			<PlayerPowerManager
				id="2B80AA70"
				SpecialPowerTemplate="MetaGameOp_SCRIN_Ichor_Injection" />
			<PlayerPowerManager
				id="49A6C02F"
				SpecialPowerTemplate="MetaGameOp_AlienPowerPlanetaryBombardment" />
			<PlayerPowerManager
				id="89B92C86"
				SpecialPowerTemplate="MetaGameOp_SCRIN_Ion_Superstorm" />
                                                  <PlayerPowerManager
                                                                    id="PPManager_Countermeasures"
                                                                     SpecialPowerTemplate="SpecialPowerComputerCounterMeasures" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="12FA48BA"
				AutoAcquireEnemiesWhenIdle="NO"
				StopChaseDistance="500"
				HoldGroundCloseRangeDistance="0"
				MinCowerTime="0s"
				MaxCowerTime="0s"
				RampageTime="0s"
				BurningDeathTime="0s"
				TimeToEjectPassengersOnRampage="0"
				ComboLocomotorSet="NORMAL"
				ComboLocoAttackDistance="80"
				IdleTargetTime="0s"
				MaxCombineChildren="1"
				SpawnOffsetRadius="0"
				StandGround="False"
				CanAttackWhileContained="False"
				RampageRequiresAflame="False"
				FadeOnPortals="False" />
		</AI>
		<Body>
			<HighlanderBody
				id="B313F576"
				MaxHealth="1"
				MaxHealthDamaged="0"
				MaxHealthReallyDamaged="0"
				InitialHealth="1"
				RecoveryTime="0"
				DodgePercent="0"
				EnteringDamagedTransitionTime="0s"
				EnteringReallyDamagedTransitionTime="0s"
				GrabFX=""
				GrabDamage="200"
				HealingBuffFX=""
				DamagedAttributeModifier=""
				ReallyDamagedAttributeModifier=""
				CheerRadius="200"
				BurningDeathFX=""
				SecondChanceUpgrade=""
				SecondChanceHeal="0"
				UseDefaultDamageSettings="True"
				RemoveUpgradesOnDeath="False"
				BurningDeathBehavior="False" />
		</Body>
		<Geometry
			IsSmall="True">
			<Shape
				Type="CYLINDER"
				ContactPointGeneration="NONE"
				MajorRadius="1"
				MinorRadius="1"
				Height="1"
				FrontAngle="0d"
				Active="True"
				UsedForHealthBox="True" />
		</Geometry>
	</GameObject>
</AssetDeclaration>

 

As usual WED seem to hate me and something is missing

what I miss?

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sniperwolf08 said something about making playerpowerbuttontemplate for it to work (It seem we already done that part though)

 

So I have no idea what want wrong

 

I PM him long ago and asked him what he done in order to make it work and he didn't reply since then

Edited by Egozi44

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Umm it seem I miss something here~ sniperwolf08 if you still here do you mind helping us out? ;/

Edited by Egozi44

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