Madin 11 Posted October 14, 2015 DeflectSpecialPower Does this work in C&C3? there is no settings for this special power, and when I searched online BFME ini's, I saw that it had no settings in BFME (I do not own BFME, so I do not know how this power worked). DefectorSpecialPower Has anyone tested if this works in C&C3? Admittedly I doubt it. DamageFilteredCreateObjectDie Is this how the Redemption special power in Kane's Wrath is done? If so I could see this having uses in C&C3. <xs:complexType name="DamageFilteredCreateObjectDieModuleData"> <xs:complexContent> <xs:extension base="DieModuleData"> <xs:sequence></xs:sequence> <xs:attribute name="CreationList" type="ObjectCreationListRef" /> <xs:attribute name="DamageTypeTriggersInstantly" type="DamageSubType" /> <xs:attribute name="DamageTypeTriggersForDuration" type="DamageSubType" /> <xs:attribute name="PostFilterTriggeredDuration" type="SageDurationUnsignedInt" /> </xs:extension> </xs:complexContent> </xs:complexType> Thanks for any information! Share this post Link to post
Egozi44 28 Posted October 14, 2015 (edited) While I don't know how to help you I do own BFME 1+2+ the RoTLK exp Only 2+ it's exp are present on my computer however Do you want any files from them that may help you find what you looking for? Edited October 14, 2015 by Egozi44 Share this post Link to post
Stygs 25 Posted October 14, 2015 It usually had no setting in BFME as it dindnt have any special animation or anything - you pressed it and it was active. However, the projectiles needed KindOf DEFLECT_BY_SPECIAL_POWER to be affected by it. No idea if it still works. As far as I remeber, the DefectorSpecialPower was a leftover from the CnC Generals Beta. I cant image it working after all these changes that were done to the engine over the years, not to mention that its role was pretty much replaced by TemporaryOwnerSpecialPower & DominateEnemySpecialPower. No, redemtpion works with a new setting, OnDeathBehavior for Hordecontain. Its basicly a setting that spawns a new horde if the old one has no members left. DamageFilteredCreateObjectDie was used here in BFME: InheritableModule Behavior = DamageFilteredCreateObjectDie ModuleTag_BecomeUndeadWhenKilled DamageTypeTriggersInstantly = BECOME_UNDEAD DamageTypeTriggersForDuration = BECOME_UNDEAD PostFilterTriggeredDuration = 10000 CreationList = OCL_BecomeUndead End End InheritableModule Behavior = DamageFilteredCreateObjectDie ModuleTag_BecomeUndeadOnceWhenKilled DamageTypeTriggersInstantly = BECOME_UNDEAD_ONCE DamageTypeTriggersForDuration = BECOME_UNDEAD_ONCE PostFilterTriggeredDuration = 10000 CreationList = OCL_BecomeLesserUndead End End DOTNugget // A basic Nugget that just does damage Damage = 5 AcceptDamageAdd = No Radius = ANGMAR_NECRO_WELL_OF_SOULS_ATTACK_RADIUS DelayTime = 0 DamageType = POISON DamageSubType = BECOME_UNDEAD_ONCE DamageFXType = POISON DeathType = NORMAL DamageInterval = 1000 DamageDuration = 10000 SpecialObjectFilter = AFFECTED_BY_POISON_OBJECTFILTER End AFAIK it triggered an ocl when the unit was killed by a specific DamageSubType. I guess it should still work, but DamageAndSpawnNugget seems like an easier way to archive an similiar effect. 1 Share this post Link to post
Madin 11 Posted October 14, 2015 Thanks for the detailed information Styg's! Share this post Link to post