Egozi44 28 Posted January 26, 2016 Lauren do you by any chance know if the airfield dock ability and beam+venom is coded to not work with allies? P.S on other note, did you knew that even one of the Forgotten coders didn't knew the trick with the box code? o_o Seriously where you found it / how you came up with it D= Share this post Link to post
Lauren 78 Posted January 26, 2016 How such a box is created is written in the offical documentation of TW. That you can just place a separate model for only the pickbox is only logic, but not recommended as every draw slows the game down. Also no one of the forgotten team managed to get real mission objectives working, which is one of the easiest things there is. Shows what they know. Docking at an allied airfield worked in Generals, dunno about TW, maybe they messed something up, but I don't really have the time to check. Venom is a pretty complicated thing with bugs even if you don't send it via an ally so I didn't mess with it much. Share this post Link to post
Ravendark 46 Posted January 27, 2016 (edited) The pick box thing....wasnt that hard not like i invented hot water or such. Idd as Lauren says...every draw that contains geometry taxes the game engine, usually it is better to use this method to attach fx effects like the spotlight draw or exhaust/tread effects. but if you don't want or can't touch the original model, its a quick fix solution. The venom/beam cannon thing is iffy as ****. There isnt much to fiddle arround with. normaly the unit that reflects needs a special reflector kindof, so in theory the hammerhead couldnt reflect. But it still does, enless it has a exact copy of the venom kindofs, I think its just a bug. Edit: just checked, the hammer head has BEAM_TARGET_REFLECTOR in its kindofs. Guess one of the devs got lazy and just copy/pasted the venoms code for the hammerhead. Remove that kindof bit and the hammerhead shouldnt reflect anymore..in theory. The airfield should allow allies to land, could be that keepparking place behavior in the orca/firehawks etc's ai is messing with the allies ability to land Edited January 27, 2016 by Ravendark Share this post Link to post
Egozi44 28 Posted January 27, 2016 Edit: just checked, the hammer head has BEAM_TARGET_REFLECTOR in its kindofs. Guess one of the devs got lazy and just copy/pasted the venoms code for the hammerhead. Remove that kindof bit and the hammerhead shouldnt reflect anymore..in theory. Holy... I probably would've tried to add many filters before I would noticed it o_o I will give it a go, thanks The venom/beam cannon thing is iffy as ****. There isnt much to fiddle arround with. I recall that ability had filter on both unit and ability itself that tells it to work just with ally's venoms However when I messed with it too years ago it didn't bear any fruit nor vegetable But my memory is bad as my knowledge was regard modding back then... The airfield should allow allies to land, could be that keepparking place behavior in the orca/firehawks etc's ai is messing with the allies ability to land So if I will delete the AI line just for the test, there's chance it may work? Share this post Link to post
Egozi44 28 Posted January 28, 2016 (edited) Seem like removing BEAM_TARGET_REFLECTOR work I have something else I need with, I added TT's Drill recently and I need to add to it proper weapon and fx I want to add smoke fxs But there's other fx I want to add badly and don't sure where it is, I want to add the "ground shaking" fx (the one you have in Vein / Overlord wrath support powers where the ground shake) I also trying to add weapon that do damage in 3 parts, but in one weapon (pew,wait,pew,wait,pew,wait) I tried some methods but it keep shoot everything in one shot.... Edited January 28, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted January 28, 2016 <FireWeaponUpdate id="ModuleTag_Fireweapon"> <FireWeaponNugget WeaponName="Weapon" FireInterval="5.0s"/></FireWeaponUpdate> for the camerashake, its done through a fxnugget in the fxlist(weapon explosions or deathfx etc) in your fx list for your weapon fx : <FXList id="FX_drilleffects"> <your usuall particle fx stuff > <CameraShakerVolume Radius="" Duration="" Amplitude="" /> </FXList> from the overlord: <CameraShakerVolume RequiredSecondaryModelConditions="" ExcludedSecondaryModelConditions="" RequiredSourceModelConditions="" ExcludedSourceModelConditions="" Weather="INVALID" StopIfPlayed="False" PlayIfSourceIsStealthed="False" Radius="5000" Duration="3s" Amplitude="3d" /> Share this post Link to post
Egozi44 28 Posted January 29, 2016 (edited) Thanks Took me a few tests and trials but I manage somehow (don't think you can see the shaking effect in the video though but it there) Need to play a bit with the damage though But for now, time to go to bed >.> Edited January 29, 2016 by Egozi44 Share this post Link to post
Egozi44 28 Posted January 29, 2016 (edited) Just one thing Is there any chance you know how I can delay the FX_LiquidTiberiumClearGarrison ? I tried adding more delay seconds to the burst and initial delay on both the LiquidTiberiumClearGarrison fx and all the particle fxs that inside the fx list, it worked only partly I want to delay it in 1.5s Edited January 29, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted January 29, 2016 change the weapon to a projectile based weapon with a flame/tib flame like particle fx attached to it instead of the stream draw it uses now? that way the damage and effect shpuld occur on projectile contant. Share this post Link to post
Lauren 78 Posted January 29, 2016 FireWeaponUpdate has the nice FireDelay attribute to do that: FireWeaponUpdate id="ModuleTag_Fireweapon"> <FireWeaponNugget WeaponName="Weapon" FireDelay="1.5s" FireInterval="5.0s" /></FireWeaponUpdate> Share this post Link to post
Egozi44 28 Posted January 29, 2016 (edited) I want to delay it for the Tib troopers weapons and not to add it to the drill (would look cool and weird though ;D ) Here the Tib troopers weapon <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <WeaponTemplate id="TibTrooperBlastCannon" Name="TibTrooperBlastCannon" AttackRange="450" MinimumAttackRange="0" RangeBonusMinHeight="0" RangeBonus="0" RangeBonusPerFoot="0" RequestAssistRange="0" AcceptableAimDelta="9.999999d" AimDirection="0d" ScatterRadius="0" ScatterLength="0" ScatterTargetScalar="0" WeaponSpeed="999999" MinWeaponSpeed="99999" MaxWeaponSpeed="99999" IdleAfterFiringDelaySeconds="-1s" HoldAfterFiringDelaySeconds="0s" WeaponRecoil="0d" MinTargetPitch="-180d" MaxTargetPitch="180d" FiringLoopSound="Asset not found in stream: [A3A7AF37:55F5F21F]" FiringAndAimingLoopSound="Asset not found in stream: [A3A7AF37:55F5F21F]" FireFX="" FireVeteranFX="" FireFlankFX="" PreAttackFX="" ClipSize="20" ContinuousFireOne="99999" ContinuousFireTwo="99999" ContinuousFireCoastSeconds="0s" AutoReloadWhenIdleSeconds="0s" ShotsPerBarrel="0" RequiredFiringObjectStatus="" ForbiddenFiringObjectStatus="" ContinueAttackRange="0" SuspendFXDelaySeconds="0s" HitPercentage="100%" HitPassengerPercentage="100%" HealthProportionalResolution="0" MaxAttackPassengers="0" RestrictedHeightRange="0" Flags="NONE" PreAttackType="PER_SHOT" ReAcquireDetailType="PER_CLIP" AutoReloadsClip="AUTO" SingleAmmoReloadedNotFullSound="" ClipReloadedSound="" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" ProjectileCollidesWith="STRUCTURES" AntiMask="ANTI_GROUND ANTI_STRUCTURE" ProjectileStreamName="" ScatterIndependently="False" DisableScatterForTargetsOnWall="False" ScaleWeaponSpeed="False" CanBeDodged="False" HoldDuringReload="False" CanFireWhileMoving="False" CanFireWhileCharging="False" FiringLoopSoundContinuesDuringReload="True" FiringLoopSoundPlaysOnlyForAttackPosition="True" DamageDealtAtSelfPosition="False" CheckStatusFlagsInRangeChecks="True" ProjectileSelf="False" MeleeWeapon="False" ChaseWeapon="False" LeechRangeWeapon="False" HitStoredTarget="False" CapableOfFollowingWaypoints="False" ShowsAmmoPips="False" AllowAttackGarrisonedBldgs="False" PlayFXWhenStealthed="False" IgnoreLinearFirstTarget="False" ForceDisplayPercentReady="False" IsAimingWeapon="False" NoVictimNeeded="False" RotatingTurret="False" PassengerProportionalAttack="False" FinishAttackOnceStarted="True" CannotTargetCastleVictims="False" RequireFollowThru="False" ShareTimers="False" ShouldPlayUnderAttackEvaEvent="True" InstantLoadClipOnActivate="False" LockWhenUsing="False" BombardType="False" UseInnateAttributes="False" StopFiringOnCanBeInvisible="False" ContactWeapon="False"> <PreAttackDelay MinSeconds="0s" MaxSeconds="1s" /> <FiringDuration MinSeconds="0.1s" MaxSeconds="0.1s" /> <ClipReloadTime MinSeconds="1s" MaxSeconds="1s" /> <Nuggets> <ActivateStreamNugget PartitionFilterTestType="EXTENTS_3D" ForbiddenTargetObjectStatus="" ForbiddenTargetModelCondition="" RequiredObjectStatus="" Lifetime="0.75s" StreamId="0" /> <DamageNugget PartitionFilterTestType="EXTENTS_3D" ForbiddenTargetObjectStatus="" ForbiddenTargetModelCondition="" RequiredObjectStatus="" Damage="20" DamageTaperOff="-1" Radius="40" MinRadius="0" DamageArc="360d" DamageMaxHeight="-1" DamageMaxHeightAboveTerrain="-1" FlankingBonus="0" FlankedScalar="1" DelayTimeSeconds="1.8s" DamageType="GRENADE" DeathType="NORMAL" DamageFXType="UNDEFINED" DamageSubType="NORMAL" DrainLifeMultiplier="1" DamageSpeed="0" VictimShroudRevealer="ArtilleryShroudRevealer" DamageArcInverted="False" AcceptDamageAdd="True" OnlyKillOwnerWhenTriggered="False" DrainLife="False" CylinderAOE="False"> <SpecialObjectFilter Rule="NONE" Relationship="" Alignment="NONE" Include="INFANTRY" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <DamageScalarDetails Scalar="0%"> <Filter Rule="ALL" Relationship="ALLIES" Alignment="NONE" Include="" Exclude="HUSK" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </DamageScalarDetails> <DamageScalarDetails Scalar="150%"> <Filter Rule="NONE" Relationship="" Alignment="NONE" Include="STRUCTURE" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </DamageScalarDetails> </DamageNugget> <DamageNugget PartitionFilterTestType="EXTENTS_3D" ForbiddenTargetObjectStatus="" ForbiddenTargetModelCondition="" RequiredObjectStatus="" Damage="20" DamageTaperOff="-1" Radius="25" MinRadius="0" DamageArc="360d" DamageMaxHeight="-1" DamageMaxHeightAboveTerrain="-1" FlankingBonus="0" FlankedScalar="1" DelayTimeSeconds="1.8s" DamageType="GRENADE" DeathType="NORMAL" DamageFXType="UNDEFINED" DamageSubType="NORMAL" DrainLifeMultiplier="1" DamageSpeed="0" VictimShroudRevealer="ArtilleryShroudRevealer" DamageArcInverted="False" AcceptDamageAdd="True" OnlyKillOwnerWhenTriggered="False" DrainLife="False" CylinderAOE="False"> <SpecialObjectFilter Rule="NONE" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition=""> <IncludeThing>CorruptedInfantry</IncludeThing> </SpecialObjectFilter> <DamageScalarDetails Scalar="0%"> <Filter Rule="ALL" Relationship="ALLIES" Alignment="NONE" Include="" Exclude="HUSK" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </DamageScalarDetails> <DamageScalarDetails Scalar="150%"> <Filter Rule="NONE" Relationship="" Alignment="NONE" Include="STRUCTURE" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </DamageScalarDetails> </DamageNugget> <DamageNugget PartitionFilterTestType="EXTENTS_3D" ForbiddenTargetObjectStatus="" ForbiddenTargetModelCondition="" RequiredObjectStatus="" Damage="20" DamageTaperOff="-1" Radius="25" MinRadius="0" DamageArc="360d" DamageMaxHeight="-1" DamageMaxHeightAboveTerrain="-1" FlankingBonus="0" FlankedScalar="1" DelayTimeSeconds="1.8s" DamageType="GRENADE" DeathType="NORMAL" DamageFXType="UNDEFINED" DamageSubType="NORMAL" DrainLifeMultiplier="1" DamageSpeed="0" VictimShroudRevealer="ArtilleryShroudRevealer" DamageArcInverted="False" AcceptDamageAdd="True" OnlyKillOwnerWhenTriggered="False" DrainLife="False" CylinderAOE="False"> <SpecialObjectFilter Rule="ALL" Relationship="" Alignment="NONE" Include="" Exclude="INFANTRY HORDE" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <DamageScalarDetails Scalar="0%"> <Filter Rule="ALL" Relationship="ALLIES" Alignment="NONE" Include="" Exclude="HUSK" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </DamageScalarDetails> <DamageScalarDetails Scalar="150%"> <Filter Rule="NONE" Relationship="" Alignment="NONE" Include="STRUCTURE" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </DamageScalarDetails> </DamageNugget> <DamageContainedNugget PartitionFilterTestType="EXTENTS_3D" ForbiddenTargetObjectStatus="" ForbiddenTargetModelCondition="" RequiredObjectStatus="" Damage="1500000" DamageTaperOff="-1" Radius="0" MinRadius="0" DamageArc="360d" DamageMaxHeight="-1" DamageMaxHeightAboveTerrain="-1" FlankingBonus="0" FlankedScalar="1" DelayTimeSeconds="1.8s" DamageType="GRENADE" DeathType="EXPLODED" DamageFXType="UNDEFINED" DamageSubType="NORMAL" DrainLifeMultiplier="1" DamageSpeed="0" VictimShroudRevealer="" DamageArcInverted="False" AcceptDamageAdd="True" OnlyKillOwnerWhenTriggered="False" DrainLife="False" CylinderAOE="False" MaxUnitsToDamage="100" WindowBlastFX="FX_LiquidTiberiumClearGarrison"> <DamageObjectFilter Rule="NONE" Relationship="" Alignment="NONE" Include="INFANTRY" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </DamageContainedNugget> <AttributeModifierNugget PartitionFilterTestType="CIRCLE" ForbiddenTargetObjectStatus="" ForbiddenTargetModelCondition="" RequiredObjectStatus="" AttributeModifierName="AttributeModifier_TibGoo" AttributeModifierOwnerName="" DamageFXType="GDI_CANNON" Radius="2" DamageArc="360d" AntiCategories="" AntiFX=""> <SpecialObjectFilter Rule="NONE" Relationship="" Alignment="NONE" Include="VEHICLE" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </AttributeModifierNugget> <DamageNugget PartitionFilterTestType="EXTENTS_3D" ForbiddenTargetObjectStatus="" ForbiddenTargetModelCondition="" RequiredObjectStatus="" Damage="40" DamageTaperOff="-1" Radius="30" MinRadius="0" DamageArc="360d" DamageMaxHeight="-1" DamageMaxHeightAboveTerrain="-1" FlankingBonus="0" FlankedScalar="1" DelayTimeSeconds="1.8s" DamageType="HEALING" DeathType="NORMAL" DamageFXType="UNDEFINED" DamageSubType="NORMAL" DrainLifeMultiplier="1" DamageSpeed="0" VictimShroudRevealer="" DamageArcInverted="False" AcceptDamageAdd="True" OnlyKillOwnerWhenTriggered="False" DrainLife="False" CylinderAOE="False"> <SpecialObjectFilter Rule="NONE" Relationship="ALLIES" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition=""> <IncludeThing>AlienAnnihilatorTripod</IncludeThing> <IncludeThing>AlienAssimilator</IncludeThing> <IncludeThing>AlienBuzzers</IncludeThing> <IncludeThing>AlienCorrupter</IncludeThing> <IncludeThing>AlienDevastatorWarship</IncludeThing> <IncludeThing>AlienDevourerTank</IncludeThing> <IncludeThing>AlienExplorer</IncludeThing> <IncludeThing>AlienGunWalker</IncludeThing> <IncludeThing>AlienHarvester</IncludeThing> <IncludeThing>AlienInvaderFighter</IncludeThing> <IncludeThing>AlienMastermind</IncludeThing> <IncludeThing>AlienBlinkMastermind</IncludeThing> <IncludeThing>AlienMCV</IncludeThing> <IncludeThing>Reaper17MCV</IncludeThing> <IncludeThing>Traveler59MCV</IncludeThing> <IncludeThing>AlienMothership</IncludeThing> <IncludeThing>AlienPlanetaryAssaultCarrier</IncludeThing> <IncludeThing>AlienRazorDrones</IncludeThing> <IncludeThing>AlienRazorDroneSquad</IncludeThing> <IncludeThing>AlienSeekerTank</IncludeThing> <IncludeThing>AlienShockTrooper</IncludeThing> <IncludeThing>AlienShockTrooperSquad</IncludeThing> <IncludeThing>AlienStalker</IncludeThing> <IncludeThing>AlienStalkerSquad</IncludeThing> <IncludeThing>AlienStormrider</IncludeThing> <IncludeThing>AlienCustomizableVehicle</IncludeThing> <IncludeThing>AlienMillipedeHead</IncludeThing> <IncludeThing>AlienMillipedeBody</IncludeThing> <IncludeThing>AlienEradicatorHexapod</IncludeThing> <IncludeThing>Reaper17AnnihilatorTripod</IncludeThing> <IncludeThing>Reaper17Harvester</IncludeThing> <IncludeThing>Reaper17ShardWalker</IncludeThing> <IncludeThing>Reaper17SeekerTank</IncludeThing> <IncludeThing>Reaper17DevourerTank</IncludeThing> <IncludeThing>Reaper17ShockTrooper</IncludeThing> <IncludeThing>Reaper17ShockTrooperSquad</IncludeThing> <IncludeThing>Reaper17Stalker</IncludeThing> <IncludeThing>Reaper17StalkerSquad</IncludeThing> <IncludeThing>Reaper17Corrupter</IncludeThing> <IncludeThing>Reaper17EradicatorHexapod</IncludeThing> <IncludeThing>Traveler59SeekerTank</IncludeThing> <IncludeThing>Traveler59AnnihilatorTripod</IncludeThing> <IncludeThing>Traveler59Harvester</IncludeThing> <IncludeThing>Traveler59BlinkMastermind</IncludeThing> <IncludeThing>Traveler59Cultist</IncludeThing> <IncludeThing>Traveler59CultistSquad</IncludeThing> <IncludeThing>Traveler59GunWalker</IncludeThing> <IncludeThing>Traveler59Corrupter</IncludeThing> <IncludeThing>Traveler59RazorDrone</IncludeThing> <IncludeThing>Traveler59RazorDroneSquad</IncludeThing> <IncludeThing>Traveler59ShockTrooper</IncludeThing> <IncludeThing>Traveler59ShockTrooperSquad</IncludeThing> <IncludeThing>Traveler59EradicatorHexapod</IncludeThing> <IncludeThing>ViscriodMother</IncludeThing> <IncludeThing>MutantMarauderCommando</IncludeThing> <IncludeThing>NODKane</IncludeThing> <IncludeThing>Viceroid</IncludeThing> <IncludeThing>Viceroid2</IncludeThing> <IncludeThing>ViceroidSquad</IncludeThing> <IncludeThing>MutantMarauder</IncludeThing> <IncludeThing>MutantMarauderSquad</IncludeThing> </SpecialObjectFilter> </DamageNugget> </Nuggets> </WeaponTemplate> </AssetDeclaration> What Can I do to delay their FX_LiquidTiberiumClearGarrison only when their weapon is clear garrison? I don't sure where to add the codes you gave me as they more fit for the drill and not their weapon (I think? ) Edit, wait.... is FireInterval and FireDelay works in damageNugget as well? o_O Also isn't FireInterval just make the weapon to be shot multiply times? Edited January 29, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted January 29, 2016 Delay is before the weapon initialy fires, interval is basicly the time between shots after that. In the damagenugget you can use DelayTimeSeconds="1.8s" to set up a delay. Share this post Link to post
Egozi44 28 Posted January 30, 2016 Ummm I already tried DelayTimeSeconds, it effect the damage but not the fx, there's any way to delay the fx so it will fit the shooting delay time? Share this post Link to post
Ravendark 46 Posted January 30, 2016 In the particle fx that make up the weapon fx. <InitialDelay High="223" Low="223"/> i am not sure if this is in frames or seconds, i'm thinking frames. So iirc 30 frames = 1 second. If you want the timeing to be constant make sure high=low. If you offset those the timing will be somewhere between high and low. Share this post Link to post
Egozi44 28 Posted January 30, 2016 The numbers should be the same in high and low right? I tried it, it worked fine with the drill fx but not with the troopers, the question is if I need to put - in low or just make them both have the same numbers without the minus Share this post Link to post
Ravendark 46 Posted January 30, 2016 (edited) I don't think that in this case you can actually use a negative value....that would be time traveling Minus 5 seconds or frames would not be a delay but a acceleration, the effect would occur before you even told a unit where to go, even before you selected the unit Even before you turned your pc on Mind Blown! So basicly : InitialDelay High= 210 and low= 120 would mean the fx triggers between high= 7 seconds and low= 4 seconds. sometimes it will be 4 other times it can be 6 or 7 or 5 etc Edited January 30, 2016 by Ravendark Share this post Link to post
Egozi44 28 Posted January 31, 2016 Time traveling these days is something any child who played RA can do Also YES! YES! I feels the green'z! Finally fixed this bug thanks xD I tried to mess with this fx on small scale but it didn't showed any difference, then I tried huge scale and it showed it work (means it not ignore me nor coded) And was able to time it right to work with the delayed weapon Share this post Link to post