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short quick moding questions


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#1 SPY46

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Posted 28 August 2008 - 19:24

short quick and to the point.

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 Dutchygamer

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Posted 29 August 2008 - 09:53

1. dunno..
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
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#3 JJ

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Posted 29 August 2008 - 12:38

1. Look into SpecialPowerTemplates.xml in GlobalData. It contains all the special powers.

#4 SPY46

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Posted 29 August 2008 - 20:51

ok is there any other files that work with the powers?


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 Darkwander

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Posted 30 August 2008 - 15:10

View PostSPY46, on 30 Aug 2008, 6:51, said:

ok is there any other files that work with the powers?


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 SPY46

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Posted 30 August 2008 - 18:18

ok i looked, but i did not see the UpdatePlayerSpellBook.xml

id you dont mind telling me, where would i find it?

#7 SPY46

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Posted 31 August 2008 - 01:58

where is the UpdatePlayerSpellBook.xml located?

#8 Darkwander

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Posted 31 August 2008 - 03:45

It is located under Systems i believe.

#9 SPY46

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Posted 31 August 2008 - 04:42

ah thanks, the one folder i would never look in XD

#10 SPY46

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Posted 31 August 2008 - 22:12

ok how do you make a Tib field from a destroyed silo,refinery etc regenerate like a Tib field?

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 SPY46

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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 Vashreth

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Posted 02 September 2008 - 07:06

I can't really answer your tiberium power questions because that's not something I have looked into very thoroughly yet. However, if you still want information on how to make Orcas act more like Venoms I recently just did that with my personal mod (would've taken me less time to figure it out if I knew about the horrendous overwrite logic in the BuildMod, but I digress). At any rate, it involves changing items in the GDIAirTower(to be able to set rally points), the Orca itself, LogicCommandSet, and Weapons (so it recharges its own ammo) files. Lemme know if you still want the specifics.

#13 SPY46

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Posted 02 September 2008 - 09:24

well i got the Orca doing what it should, save for a few things. (this is the mini orca being use mind you)

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 Vashreth

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Posted 02 September 2008 - 09:42

For veterancy, you'll need to copy the GlobalData/ExperienceLevels.xml file into your mod. Then say copy all 4 Orca entries, rename all 4 module IDs to something that suits your new unit, like id="GDIMiniOrcaExperienceLevel_1/2/3/4" or so, then change the Prereq lines to match, and have them all <Target>GDIMiniOrca</Target> or w/e its called. After that change the required exp for levels 2-4 to be 3x units base cost for lv2, 6x for lv3, and 9x for heroic lv4 (I changed all my units to work on a 2x/4x/6x system, but I also edited what veterancy nets you, I like it my way better but w/e its irrelevant for this). The experience awards should probably also be changed based on cost, lv1 = unit cost, lv2 cost*1.6, lv3 cost*2, lv4 is like x2.8 or so, basicially just pick an arbitrary rounded number that feels right. As for your firing anim not working, it would depend on what firing anim you have on the MG weapon, the projectile its using, and the damageFX on the warhead. Personally I just changed the standard orca missiles to target air and ground, self-reload, and fire 4 missiles in rapid succession and reload after 4.5s or so.

#15 SPY46

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Posted 02 September 2008 - 17:31

well here are the FX of the weapon that im using for the Oca that i called *Attack Orca*

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 Vashreth

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Posted 02 September 2008 - 20:15

Depending on what you've gotten to work, ie: nothing, sounds w/ no anim, or whatever....I'd say copy the Venom minigun tracer logic first so you can 'see' the bullets <TracerModelDraw>. If the muzzle flash isn't working I'd suggest copying the Venom's version of that as well, I should think Venom logic is the best to use since its an aerial minigun platform, exactly what you're trying to duplicate. The DamageFX and FireSoundPerClip you have listed should be fine, the sound should run regardless as long as you have Clip logic in the weapon and the DamageFX should be what shows on the enemy unit.

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 SPY46

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Posted 02 September 2008 - 23:55

its only the the gun flash and the tracer fire that arent there, aside from that the Attack Orca works just fine as an anti inf, light armor and fighter unit.

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 SPY46

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Posted 04 September 2008 - 06:26

ok my mod is crashing now, but i dont have any critical errors, just some ....... annoying ones.

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 Stygs

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Posted 04 September 2008 - 17:12

View PostSPY46, on 4 Sep 2008, 7:26, said:

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.


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.

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#20 SPY46

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Posted 04 September 2008 - 19:13

if you mean this.

<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 Stygs

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Posted 04 September 2008 - 19:47

Dude, did you read what you recently posted?

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...
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#22 SPY46

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Posted 04 September 2008 - 20:05

i have it in the upgrade xml, but i havent added it into the game yet, its not in the logic commands for the units or on the units yet, im actually doing that right now.

Edited by SPY46, 04 September 2008 - 20:06.


#23 Dutchygamer

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Posted 04 September 2008 - 20:06

The command button points at a different upgrade then you've created... It points at 'Upgrade_GDIZoneCommanderTech', while you named the upgrade 'Upgrade_GDIZoneCommanderUpgrade'. Change one of the two so they match, and it will work :rolleyes:
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#24 SPY46

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Posted 04 September 2008 - 20:20

........... i did what? ............. oh.

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 :rolleyes:

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 SPY46

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Posted 04 September 2008 - 21:12

UGH!

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.



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