

short quick moding questions
#1
Posted 28 August 2008 - 19:24
1: what kind of files do i need to edit to make a special power?
i just need to know what ones work with the powers.
2: what are the most common reasons a unit XML will crash the game, what are the typical parts over looked
3: is the Harvester gather rate universal, what file contains that code?
#2
Posted 29 August 2008 - 09:53
2. mostly I forget to move or add an '>' or '/>' to the end of a module, or I spell it wrong
3. I think it's in the Harvester code itself

#3
Posted 29 August 2008 - 12:38
#4
Posted 29 August 2008 - 20:51
also, how can i make an Orca take like the venom, meaning not landing on the pad when its finished being built but in a constaint mode of flight, like the venom but still being an Orca
*i made the min-Orca buildable and want it to be a bit like the venom*
#5
Posted 30 August 2008 - 15:10
SPY46, on 30 Aug 2008, 6:51, said:
also, how can i make an Orca take like the venom, meaning not landing on the pad when its finished being built but in a constaint mode of flight, like the venom but still being an Orca
*i made the min-Orca buildable and want it to be a bit like the venom*
Also you might need the files listed below;
UpdatePlayerSpellBook.xml <- If it is a special power that is to be added to the left side of the screen, like the Nukes or ION Cannon.
UpdatePlayerPowerButtonTemplates.xml <- To set the Radius and also things like Name and description.
#6
Posted 30 August 2008 - 18:18
id you dont mind telling me, where would i find it?
#7
Posted 31 August 2008 - 01:58
#8
Posted 31 August 2008 - 03:45
#9
Posted 31 August 2008 - 04:42
#10
Posted 31 August 2008 - 22:12
not just in code, but what are some of the things that you can do in both TW and KW that make one?
i will re word this, how can i make a silo or other building etc, after being destroyed and making a patch of Tib, even after its all been minded regenerate, like what the overlords wrath power does.
what things already do this.
Edited by SPY46, 01 September 2008 - 00:08.
#11
Posted 02 September 2008 - 03:49
ok then, i will ask this.
if i wanted to make a different kind of Tib seed power, what files do i need, what ones does it use
different question, how could i make the mother ship, target a Tib field, BUT cause it to make it generate even faster, a weapon that would HAVE to fire and could not stop till it was done.
i would say on the LARGE Tib field, 4-5 shots would max it out.
2-3 on the smaller ones and 3-4 on the blue one.
any ideas?
#12
Posted 02 September 2008 - 07:06
#13
Posted 02 September 2008 - 09:24
1: you dont see it shooting, it does attack, it does to damage, but you dont see the weapons fire from it.
2: the airfield thing like the venom
3: i would like it to be a bit biger, but im not sure if there is a code for the size/scale of the unit or what.
4: cant get the to promote, do i need a vet XML for that?
in short, this Orca is kind of like the Venom, only it has a M gun, attacks air and land based units, a little faster than the Venom, but less HP, i think it was only by 100 or some thing.
#14
Posted 02 September 2008 - 09:42
#15
Posted 02 September 2008 - 17:31
FireSoundPerClip="GDI_WatchTower_GunFire_v2"
FireFX="FX_GDIRifleManFire"
CanFireWhileMoving="true"
DamageFXType="GDI_MACHINEGUN"
now on the Orca its self *Attack Orca*
<WeaponLaunchBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_Gun" />
now one more question, what are the "OCL" in the code for and where can i find them?
i noticed them when i was also trying to make a 2nd Tib seed power, any ideas what or where i can find them?
*now off to school*
#16
Posted 02 September 2008 - 20:15
As for the OCL, its part of the GlobalData ObjectCreationLists.xml. Which is exactly how it sounds, other than that I haven't messed with it much. Sry.
Edited by Vashreth, 02 September 2008 - 20:16.
#17
Posted 02 September 2008 - 23:55
i just love the sound of 6 + firing wiht the sound of the watch tower *its the only one that sounds like a HEAVY Mgun*
where is the line that tells the airfield/hanger to set a rally point so units that dont need to land can just fly over to it?
Edited by SPY46, 03 September 2008 - 00:52.
#18
Posted 04 September 2008 - 06:26
Warning: Unknown asset 'PackedTextureImage:Button_ZoneTrooper' referenced from 'UnitAbilityButtonTemplateStore:UnitAbilityButtonTemplateStore'
in 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\unitabilitybuttontemplates.xml'
Warning: Unknown asset 'UpgradeTemplate:Upgrade_GDIZoneCommanderTech' referenced from 'LogicCommand:Command_PurchaseUpgradeGDIZoneCommander'
in 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\logiccommand.xml'
Warning: Unknown asset 'LogicCommand:Command_ConstructNODArmegeddonAttackBomber' referenced from 'LogicCommandSet:NODHangarCommandSet'
in 'file://c:\program files\electronic arts\command & conque
there are a few others but they are old and there isnt a problem with them.
any ways, i tried to create a upgrade for GDI squads, in short each squad, save for the sniper team gets a Zone trooper as a leader just like the confessor, sort of.
but i think the problem is that i tried to use the zone trooper build icon for the upgrade, but just to make sure, what files do i need to have and where to make an upgrade.
#19
Posted 04 September 2008 - 17:12
SPY46, on 4 Sep 2008, 7:26, said:
Missing/Wrong models, textures or icons CAN NOT make the game crash.
The game chrashes because you tried to add an upgrade WITHOUT adding it to upgrade.xml :stickattack3:
Seriously, the error messages clearly TELL you whats wrong, so get some common sense and FIX IT!...
Edited by Stygs, 04 September 2008 - 17:13.
#20
Posted 04 September 2008 - 19:13
<UpgradeTemplate id="Upgrade_GDIZoneCommanderUpgrade"
inheritFrom="BasePurchasableUpgrade"
DisplayName="UpgradeName:GDIZoneCommander"
AcquireHint="UpgradePrereq:GDIZoneCommander"
TypeDescription="UpgradeType:GDIZoneCommander"
Description="UpgradeDesc:GDIZoneCommander"
Type="PLAYER"
BuildCost="1500"
BuildTime="30.0s"
IconImage="Portrait_GDIZoneTrooper"
it was the first thing i did, but looking back at every thing, i know the upgrade isnt the problem, i think it has some thing to do with the Armegeddon bomber that i tried to add into the game as a buildable unit, so it could be the bomber and the vertigo could be more of a fighter style using 2 M gun turrets, thou i think the weapons are going to be changed.
any ways, not too sure what its problem is.
with my upgrade, im wanting to have a different skined Zone Trooper with each squad, what would i have to do for this to work?
Edited by SPY46, 04 September 2008 - 19:32.
#21
Posted 04 September 2008 - 19:47
You said you added the upgrade, yet you posted this message:
Warning: Unknown asset 'UpgradeTemplate:Upgrade_GDIZoneCommanderTech' referenced from 'LogicCommand:Command_PurchaseUpgradeGDIZoneCommander'
in 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\logiccommand.xml'
This clearly shows that you are using an upgrade without adding it into the upgrade.xml...
#22
Posted 04 September 2008 - 20:05
Edited by SPY46, 04 September 2008 - 20:06.
#23
Posted 04 September 2008 - 20:06


#24
Posted 04 September 2008 - 20:20
does it need the tech or upgrade at the end? ive never made one so im kind of going blind here, i tried to use the Nod Confessor to give me an idea, but doesnt look like its worked out too well now does it

so i have the logic commands, upgrade buttons, upgrade templates and the units them self, is there any other file that i need to edit to make the upgrade?
like in the units xml files, is there any special way i need to name it?
im just wanting to make sure i get it right
Edited by SPY46, 04 September 2008 - 20:22.
#25
Posted 04 September 2008 - 21:12
ok i messed some thing up just like i knew i would.
the compiler now crashes because of a mvp.xml.xinclude.fatalresource.
i KNOW it has to do with the upgrade, because its the only thing that i did using any code related to xinclude.
this part is for the missile squad, note that i have an XML for a commander for each squad, each one is named for that squad but part of the same upgrade.
<ProductionUpdate
id="ModuleTag_ProductionUpdate"
GiveNoXP="true" />
<xi:include
href="DATA:Includes/GDIZoneCommander.xml" />
<ModelConditionUpgrade
id="ModuleTag_MissileSoldierArmorComposite"
Permanent="true">
<TriggeredBy>Upgrade_GDICompositeArmor</TriggeredBy>
</ModelConditionUpgrade>
<AimWeapon
id="ModuleTag_AimWeapon"
AimHighThreshold="0.5"/>
<xi:include
href="DATA:Includes/GDICallForTransport.xml" />
<xin:include
href="DATA:Includes/CaptureBehavior.xml"
xpointer="xmlns(n=uri:ea.com:eala:asset)
xpointer(/n:Behaviors/child::*)" />
</Behaviors>
this one is for the grenade squad
<ProductionUpdate
id="ModuleTag_ProductionUpdate"
GiveNoXP="true" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgradeModelCondition.xml" />
<xi:include
href="DATA:Includes/GDIZoneCommander.xml" />
<xin:include
href="DATA:Includes/GDICallForTransport.xml" />
<xi:include
href="DATA:Includes/CaptureBehavior.xml"
xpointer="xmlns(n=uri:ea.com:eala:asset)
xpointer(/n:Behaviors/child::*)" />
</Behaviors>
and the last one being the rifle squad
<ProductionUpdate
id="ModuleTag_ProductionUpdate"
GiveNoXP="true" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgradeModelCondition.xml" />
<xi:include
href="DATA:Includes/GDICallForTransport.xml" />
<xi:include
href="DATA:Includes/CaptureBehavior.xml"
xpointer="xmlns(n=uri:ea.com:eala:asset)
xpointer(/n:Behaviors/child::*)" />
<xi:include
href="DATA:Includes/CaptureBehavior.xml"
xpointer="xmlns(n=uri:ea.com:eala:asset)
xpointer(/n:Behaviors/child::*)" />
</Behaviors>
yeah so ive never nade an upgrade before so i really dont know exactly why or what is wrong with it, only that some thing is.
yeah this bites.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users