Madin 11 Posted October 18, 2015 EvacuateGarrisonSpecialPower I could not find any usage of this anywhere, has anyone had any experience with this power? (I doubt it works). FakePathfindPortalBehaviour I understand that this was used on gates in BFME. Has anyone used this in C&C3? I iagine that it would have uses if I planned on adding gates at a future date. FireWeaponWhenDamagedBehavior Does this work? It seems that is was used in Generals modding a bit. This would be very useful if it worked in C&C3. Also can anyone explain the difference between the 'ReactionWeapon' and the 'ContinuousWeapon'. <xs:complexType name="FireWeaponWhenDamagedBehaviorModuleData"> <xs:complexContent> <xs:extension base="UpgradeModuleData"> <xs:sequence></xs:sequence> <xs:attribute name="InitiallyActive" type="SageBool" default="false" /> <xs:attribute name="DamageTypes" type="SageUnsignedInt" /> <xs:attribute name="DamageAmount" type="SageReal" default="0" /> <xs:attribute name="ReactionWeaponPristine" type="WeaponRef" /> <xs:attribute name="ReactionWeaponDamaged" type="WeaponRef" /> <xs:attribute name="ReactionWeaponReallyDamaged" type="WeaponRef" /> <xs:attribute name="ReactionWeaponRubble" type="WeaponRef" /> <xs:attribute name="ContinuousWeaponPristine" type="WeaponRef" /> <xs:attribute name="ContinuousWeaponDamaged" type="WeaponRef" /> <xs:attribute name="ContinuousWeaponReallyDamaged" type="WeaponRef" /> <xs:attribute name="ContinuousWeaponRubble" type="WeaponRef" /> </xs:extension> </xs:complexContent> </xs:complexType> Thanks for any information! Share this post Link to post
Egozi44 28 Posted October 19, 2015 (edited) Evacuated garrison like the button that let you pull all squads out? Or you meant to something else from BFME? While I don't expert, Reaction weapon sound to me like weapon that need to react to something / reacting to something like certion condition maybe? Continuous weapon sound to me like weapon that continue nonstop in certion situations? That only assumptions that are based on the name obviously Wait for mugumi, Revendark, or stygs to give you better answer xD Edited October 19, 2015 by Egozi44 Share this post Link to post
Stygs 25 Posted October 19, 2015 I would asume Reaction is fired once after entering the state while the others are fired continuouly as long as the unit is in that state. No idea about the other stuff. Share this post Link to post
Ravendark 46 Posted October 19, 2015 (edited) Iirc from Gen (not sure if it was used in the retail, but the beta had the module iirc) : Reaction: Everytime the object gets hit with the indicated damagetype it will fire a weapon, depending on its damaged state it can fire different weapons. These will trigger PER HIT. Continuous: When the object reaches a sertain damage state it will auto fire that weapon for that damage state, it should use the clipsize/reload etc for intervals. So reaction imagine reactive/explosive armor on a tank <FireWeaponWhenDamagedBehavior id="Moduletag_reactive_armor" DamageTypes="CANNON" DamageAmount="500" ReactionWeaponPristine="ReactiveArmorExplosionsWeapon" /** Imagine more show then actuall bang **/ /> follow up with <FireWeaponWhenDamagedBehavior id="Moduletag_No_more_armor_left" DamageTypes="CANNON" DamageAmount="500" ReactionWeaponDamaged="Penetrated_ReactiveArmorExplosionsWeapon" /** shrapnell everywhere **/ /> Again iirc, they had some idea of using this with: if a unit got hit by some sort of emp/electron/particle weapon then that unit/vehicle would arc lightning towards other units....in away a prism tower like effect. Again not sure if they ever had it working right.....my Gen modding days are ages behind me. continuous: nuke reactor that drops to really dmg state does a aoe radius DOT. For this one you can drop the amount and damage type iirc, just set a damagestate weapon...not sure if you need to add the initialy active atribute tho. Make any sense? altho i think i read a good while back that the module didnt work(correctly) in TW/KW..that might need testing. Edited October 19, 2015 by Ravendark 1 Share this post Link to post
Madin 11 Posted October 19, 2015 Thanks for the information. In the future I will be giving the FireWeaponWhenDamagedBehavior a try. I had an idea of an orb that would follow a vehicle around, and would fire at targets only if the parent vehicle was being damaged. Share this post Link to post