Madin 11 Posted December 26, 2015 ProductionQueueHordeContain Can anyone explain what this did\does? I saw that it was used in BFME, but I still do not understand what it did. PoisonedBehavior If a weapon does 'POISON' damage, I take it that this module controls how long it last, as well as the interval. Does this require the Damage-over-time weapon module to work? <xs:complexType name="PoisonedBehaviorModuleData"> <xs:complexContent> <xs:extension base="UpdateModuleData"> <xs:sequence></xs:sequence> <xs:attribute name="PoisonDamageIntervalData" type="SageUnsignedInt" default="0" /> <xs:attribute name="PoisonDurationData" type="SageUnsignedInt" default="0" /> </xs:extension> PillageModule This was used on BFME, and is another module that I do not understand at all! <xs:complexType name="PillageModuleData"> <xs:complexContent> <xs:extension base="DamagerModuleData"> <xs:sequence> <xs:element name="ObjectFilter" type="ObjectFilter" /> </xs:sequence> <xs:attribute name="PillageAmount" type="SageUnsignedInt" default="0" /> <xs:attribute name="NumDamageEventsPerPillage" type="SageUnsignedInt" default="0" /> </xs:extension> </xs:complexContent> Thanks for any help! Share this post Link to post
Egozi44 28 Posted December 26, 2015 (edited) ProductionQueueHordeContain Can anyone explain what this did\does? I saw that it was used in BFME, but I still do not understand what it did. Just guessing here, but from the name I assume it the offset that tell the horde where to move to the really point? PoisonedBehavior Don't sure about the code but if you looking to fake weapon to act like poison, how about you take a look in the MOK magnetic mines weapon? that what I used for radiation damage (after I completely edited the weapon ofc) PillageModule Don't sure about this one, but I assume it relate to creating event that does damage and have a option to filter the damage? (maybe they planned raid / loot ability that will do damage but never used it in the last version of the game?) Edited December 26, 2015 by Egozi44 Share this post Link to post
Stygs 25 Posted December 26, 2015 (edited) From BFME2: ; A ProductionQueueHordeContain passes any units entering it to the ; ProductionUpdate, then add them to the produced units. Behavior = ProductionQueueHordeContain QueueContainModuleTag ObjectStatusOfContained = UNSELECTABLE ENCLOSED ContainMax = 5 DamagePercentToUnits = 0% PassengerFilter = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -COMBO_HORDE AllowEnemiesInside = No AllowNeutralInside = No AllowAlliesInside = Yes NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn ; PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY EntryPosition = X:0.0 Y:0.0 Z:0.0 EntryOffset = X:0.0 Y:45.0 Z:0.0 ExitOffset = X:0.0 Y:-45.0 Z:0.0 EnterSound = RuinedTowerEnterSound End Its only used in ports, so I guess you could put infantry in there and they would be put into the next transport ship build in the port. PoisonedBehavior Very simple: If the unit is hit by DamageType POISON, it will be damaged again every PoisonDamageIntervalData by the weapon damage for a PoisonDurationData amount of time. You dont need any special DamageNugget for it, only POISON type damage and the PoisonedBehavior. However, from what I can tell, the PoisonDamageIntervalData should be type="Time" and not type="SageUnsignedInt". Old test video for TWA: http://s204.photobucket.com/user/StrangeGuyWithAGun/media/Tiberium%20Wars%20Advanced/Poison.mp4.html PillageModule Everytime the unit attacks a target that fits into the object filter, the unit owner gets PillageAmount of money. NumDamageEventsPerPillage has something to do with triggering additional EVA events/warning, but not sure how exactly it works. From what I can tell, its broken right now: If you attack an own unit, you seem to get money from it (numbers appearing above from the unit), yet your account doenst change. If you add Relationship= to the Filter, it seem to stop working at all. Edited December 26, 2015 by Stygs 1 Share this post Link to post
Madin 11 Posted December 26, 2015 Thanks for the great information! I might be using the poison module for tiberium. Share this post Link to post
Stygs 25 Posted December 26, 2015 Forgot to mention: The Attributmodifer DAMAGE_STRUCTURE_BOUNTY_ADD affects the PillageAmount (as far as I know). 1 Share this post Link to post
Egozi44 28 Posted December 27, 2015 Question The poison code already in TW and kw correct? All we need is change PoisonDamageIntervalData to time and set in the weapon the damage type to poison right? Share this post Link to post
Madin 11 Posted December 27, 2015 Question The poison code already in TW and kw correct? All we need is change PoisonDamageIntervalData to time and set in the weapon the damage type to poison right? Kane's Wrath re-added the 'Damage Over Time' nugget, Tiberium wars does not have that nugget. You will have a lot more control by using the DOT nugget together with filters, vs using the poison module. Share this post Link to post
Egozi44 28 Posted December 27, 2015 Oh I see, that what the Magnetic mines are using iirc and what I already using for the radiation =D Share this post Link to post
Stygs 25 Posted December 27, 2015 Personally, I prefer using multiple DamgeNuggets with DelayTimeSeconds to get a DoT as the Poison stuff was leftover from Generals and I have no idea if there are any sideeffects (like asyncron errors during multiplayer). Since the Ambulance was able to clean toxics in Generals, its even possible that HEALING damage migth interrupt the poison, but I never bothered to test it. Share this post Link to post
ravage 9 Posted December 28, 2015 tried ProductionQueueHordeContain, not working in cnc3 1 Share this post Link to post
Madin 11 Posted December 28, 2015 tried ProductionQueueHordeContain, not working in cnc3 Thanks for the information! Share this post Link to post