Coding fact database
tank50us 11 Sep 2007
then explain the Scrin Planetary Assault Carrier. Is there any way to get craft to "take-off" from units, and "land" on them. all the while giving the ship in question its own weapons (like say Anti-Aircraft guns for self defense)
Daz 12 Sep 2007
Thats spawning.
I don't know how they would behave if you added SELECTABLE to the AlienInvaderFighter's KINDOF, but as it is they're uncontrollable .
The PAC has a weapon defined of it's own that is a dummy for launching the fighters, but I see no reason why it couldn't have it's own AA weapons.
Edited by Daz, 12 September 2007 - 21:18.
<SpawnBehavior id="ModuleTag_SpawnFighter" SpawnNumberData="8" InitialBurst="8" SpawnReplaceDelayData="30s" SpawnInsideBuilding="true" FadeInTime="1s" CombineOnCreate="true" PassExperienceToSpawned="true"> <SpawnTemplate>AlienInvaderFighter</SpawnTemplate> </SpawnBehavior>
I don't know how they would behave if you added SELECTABLE to the AlienInvaderFighter's KINDOF, but as it is they're uncontrollable .
The PAC has a weapon defined of it's own that is a dummy for launching the fighters, but I see no reason why it couldn't have it's own AA weapons.
Edited by Daz, 12 September 2007 - 21:18.
Golan 25 Sep 2007
For those needing more damage types: When modifying the damagedef.xsd, new damage types can be added. A comment in the file says that there is a maximum of 32 damage types, but TW allready has 34 declared - I´ve also run a test adding "BIBBER" as damage type, it worked fine ingame.
The file can be found in "Schemas\xsd\Includes"-folder of the ModSDK. Just add a line saying "<xs:enumeration value="----" />" where ---- is the name of the new damage type to the list of damage types.
The file can be found in "Schemas\xsd\Includes"-folder of the ModSDK. Just add a line saying "<xs:enumeration value="----" />" where ---- is the name of the new damage type to the list of damage types.
Sgt. Rho 25 Sep 2007
Great!
btw:
[german]"BIBBER", was macht der? Infanterie sofort verjagen? XD [/german]
btw:
[german]"BIBBER", was macht der? Infanterie sofort verjagen? XD [/german]
CodeCat 25 Sep 2007
I would strongly advise against editing the schema files. The schemas are basically a formal declaration of what the game engine itself is capable of. If you edit them, the binaryassetbuilder might compile your mod into broken code. And anything could happen ingame, from a working game to a crash or mismatch at unusual moments. Be smart: leave the schemas alone.
Golan 25 Sep 2007
This one seems to work though. Naturally, it´s not a clever idea to try adding complex things like new module tags by simply writing them down in the schema files; expanding more simple settings like allocation terms is worth a try though. Also, the schemas themselfs aren´t correct as well - they include many obsolete entries that TW can´t interpret.
Darkwander 29 Oct 2007
<LifetimeUpdate id="ModuleTag_LifeTime" MinLifetime="30s" MaxLifetime="180s" DeathType="NORMAL" />
Put it below
<Physics id="ModuleTag_Physics" />
in <Behaviors> section.
Dallows65 09 Nov 2007
TankMaster, on 24 Aug 2007, 20:36, said:
Ok, bear with me on this, thanks to JonWil & JeepRubi, I have made the walls work, and work right!
First off, there are only two files you need to change, SkirmishAI/Targets/AITargetHeuristics.xml & GlobalData/LogicCommandSet.xml in your Mod SDK folder (where the xml's are located).
Ok the AITargetHeuristics.xml file first:
All you need to do to it is remove the WALL_HUB and WALL_SEGMENT from the ForbiddenKindOf field. That's it.
Now for LogicCommandSet.xml:
In all the Conyards & and Cranes add the following:
<Cmd>Command_ConstructGDIWallHub</Cmd>
For example:
<LogicCommandSet
id="GDIConstructionYardCommandSet">
<Cmd>Command_ConstructGDIWallHub</Cmd>
</LogicCommandSet>
Now of course, that is for GDI, here is what you do for NOD and Scrin:
<Cmd>Command_NOD_BuildWallHub</Cmd> (NOD)
<Cmd>Command_ConstructAlienWallHub</Cmd> (Scrin)
Now onto what makes it span...
Just find "NODWallHubCommandSet" Or what ever side it is.
and add <Cmd>Command_NOD_BeginWallSpan</Cmd>
as the first item or anywhere, I don't think it matters.
And to make it work for GDI & Scrin just change the _NOD_ to _GDI_ and _Alien_ .
That should be it.
I am not good at explaining things, so let me know if you had issues following this. And again, thanks to jonwil who figured this out.
First off, there are only two files you need to change, SkirmishAI/Targets/AITargetHeuristics.xml & GlobalData/LogicCommandSet.xml in your Mod SDK folder (where the xml's are located).
Ok the AITargetHeuristics.xml file first:
All you need to do to it is remove the WALL_HUB and WALL_SEGMENT from the ForbiddenKindOf field. That's it.
Now for LogicCommandSet.xml:
In all the Conyards & and Cranes add the following:
<Cmd>Command_ConstructGDIWallHub</Cmd>
For example:
<LogicCommandSet
id="GDIConstructionYardCommandSet">
<Cmd>Command_ConstructGDIWallHub</Cmd>
</LogicCommandSet>
Now of course, that is for GDI, here is what you do for NOD and Scrin:
<Cmd>Command_NOD_BuildWallHub</Cmd> (NOD)
<Cmd>Command_ConstructAlienWallHub</Cmd> (Scrin)
Now onto what makes it span...
Just find "NODWallHubCommandSet" Or what ever side it is.
and add <Cmd>Command_NOD_BeginWallSpan</Cmd>
as the first item or anywhere, I don't think it matters.
And to make it work for GDI & Scrin just change the _NOD_ to _GDI_ and _Alien_ .
That should be it.
I am not good at explaining things, so let me know if you had issues following this. And again, thanks to jonwil who figured this out.
Erh, i need help doing this. Im not some proffessional modder or anything. I just need help with this post's instructions.
1. Primary and probably the only question i should have to ask. How do i add/take from this system. When you said Take out the WALL_HUB and WALL_SEGMENT, how do you do this because i cant figure out how :\. I just want to be able to play my game with the wall mod enabled....
Darkwander 12 Nov 2007
Daz, on 13 Sep 2007, 7:16, said:
Thats spawning.
I don't know how they would behave if you added SELECTABLE to the AlienInvaderFighter's KINDOF, but as it is they're uncontrollable.
<SpawnBehavior id="ModuleTag_SpawnFighter" SpawnNumberData="8" InitialBurst="8" SpawnReplaceDelayData="30s" SpawnInsideBuilding="true" FadeInTime="1s" CombineOnCreate="true" PassExperienceToSpawned="true"> <SpawnTemplate>AlienInvaderFighter</SpawnTemplate> </SpawnBehavior>
I don't know how they would behave if you added SELECTABLE to the AlienInvaderFighter's KINDOF, but as it is they're uncontrollable.
I actually managed to do that with my "Death Gliders" and it works really well...
I was actually playing around with the idea of making it so that when the Hive blew up the Darts would still be around, same with the death gliders, however the problem was that after landing and taking off and landing you would have 30 + aircraft in the air above because it would keep re-spawning when you chnged from a MCV to Building. I havnt had a chance to look at fixing that..
Darkwander 12 Nov 2007
Dallows65, on 9 Nov 2007, 12:36, said:
1. Primary and probably the only question i should have to ask. How do i add/take from this system. When you said Take out the WALL_HUB and WALL_SEGMENT, how do you do this because i cant figure out how :\. I just want to be able to play my game with the wall mod enabled....
If you want to add this to the stardard game, copy the files from the directory "CnC3Xml" located in the directory "C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK"
into the folder C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Mods\{Modname}\data
then edit the files, complie and make the Ske file. after that run the mod by Command concole.
Game Browser - Mods - {modname}
Then click Launch game.
However i am sure there is a mod that allows you to download that will enable te walls. Less effort for yourself.
Edited by Darkwander, 12 November 2007 - 15:48.
TARAN 19 Dec 2007
Enyone can halp me with it:
My unit Orca Lifter Truck mast Bild Orca.
But I ned no control Orca, Lifter have weapon then cast Atack Orca on target.
Lifter Must Hawe Button for bild and destroy Orca, and atack anemy.
Sory. my mod forum in RedSys.ru, but no english, http://www.redsys.ru...hp?showforum=33
002.jpg (25.94K)
Number of downloads: 15
NM1.jpg (150.58K)
Number of downloads: 9
NM2.jpg (158.16K)
Number of downloads: 7
NM3.jpg (146.96K)
Number of downloads: 7
Edited by TARAN, 19 December 2007 - 09:40.
My unit Orca Lifter Truck mast Bild Orca.
But I ned no control Orca, Lifter have weapon then cast Atack Orca on target.
Lifter Must Hawe Button for bild and destroy Orca, and atack anemy.
Sory. my mod forum in RedSys.ru, but no english, http://www.redsys.ru...hp?showforum=33
002.jpg (25.94K)
Number of downloads: 15
NM1.jpg (150.58K)
Number of downloads: 9
NM2.jpg (158.16K)
Number of downloads: 7
NM3.jpg (146.96K)
Number of downloads: 7
Edited by TARAN, 19 December 2007 - 09:40.
PurpleScrin 18 Mar 2008
What about coding modified SP mission maps in the game such as the campaign itself? Would that be necessary or should I just use FinalBIG or OS Big Editor to put the modified maps into the compiled BIG file?
Adam 06 Oct 2008
To make an infantry squad that has X amount of soldiers, you have to change things within HordeContain
To make the Squad have positions you must make more than 2 Rank Info's. Here's an example
You Need To change the Rank ID for each Rank Info. In addition add these RankToReleaseWhenAttacking and replace the values with your Rank ID's
<HordeContain id="ModuleTag_HordeContain" FrontAngle="4.7123" FlankedDelaySeconds="2.0" ShowPips="false" Formation="MAIN" MeleeAttackLeashDistance="1" Slots="30" <<<<< This is where you put the desired number of soldiers ObjectStatusOfContained="" ConditionForEntry="INVALID"> <PassengerFilter Rule="NONE" Include="INFANTRY" /> <DieMuxData /> <InitialPayload Name="GDIRifleSoldier" Count="30" <<<<< Also put the number of soldiers here />
To make the Squad have positions you must make more than 2 Rank Info's. Here's an example
<RankInfo RankID="1" UnitType="GDIRifleSoldier"> <Position X="-10" Y="-8" /> <Position X="-10" Y="-4" /> <Position X="-10" Y="0" /> </RankInfo> <RankInfo RankID="2" UnitType="GDIRifleSoldier"> <Position X="-10" Y="4" /> <Position X="-10" Y="8" /> <Position X="-6" Y="-8" /> </RankInfo> <RankInfo RankID="3" UnitType="GDIRifleSoldier"> <Position X="-6" Y="-4" /> <Position X="-6" Y="0" /> <Position X="-6" Y="4" /> </RankInfo> <RankInfo RankID="4" UnitType="GDIRifleSoldier"> <Position X="-6" Y="8" /> <Position X="-2" Y="-8" /> <Position X="-2" Y="-4" /> </RankInfo> <RankInfo RankID="5" UnitType="GDIRifleSoldier"> <Position X="-2" Y="0" /> <Position X="-2" Y="4" /> <Position X="-2" Y="8" /> </RankInfo> <RankInfo RankID="6" UnitType="GDIRifleSoldier"> <Position X="2" Y="-8" /> <Position X="2" Y="-4" /> <Position X="2" Y="0" /> </RankInfo> <RankInfo RankID="7" UnitType="GDIRifleSoldier"> <Position X="2" Y="4" /> <Position X="2" Y="8" /> <Position X="6" Y="-8" /> </RankInfo> <RankInfo RankID="8" UnitType="GDIRifleSoldier"> <Position X="6" Y="-4" /> <Position X="6" Y="0" /> <Position X="6" Y="4" /> </RankInfo> <RankInfo RankID="9" UnitType="GDIRifleSoldier"> <Position X="6" Y="8" /> <Position X="10" Y="-8" /> <Position X="10" Y="-4" /> </RankInfo> <RankInfo RankID="10" UnitType="GDIRifleSoldier"> <Position X="10" Y="0" /> <Position X="0" Y="4" /> <Position X="10" Y="8" /> </RankInfo>
You Need To change the Rank ID for each Rank Info. In addition add these RankToReleaseWhenAttacking and replace the values with your Rank ID's
<RankToReleaseWhenAttacking>1</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>2</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>3</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>4</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>5</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>6</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>7</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>8</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>9</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>10</RankToReleaseWhenAttacking>