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Madin

Generals Defector + BFME Deflector questions

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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!

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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 by Egozi44

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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.

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