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Dutchy's TW question thread


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#1 Dutchygamer

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Posted 17 September 2008 - 16:28

I've got some questions about TW...
1. How do you replace sounds in TW? I've got the right sounds, put them in the right place, and coded them correctly (I think)
	<AudioFile id=&#34;HowitzerFire1&#34; File=&#34;AUDIO&#58;MonstaModSounds\HowitzerFire1.wav&#34; GUIPreset=&#34;Default&#34; />		
	<AudioFile id=&#34;HowitzerFire2&#34; File=&#34;AUDIO&#58;MonstaModSounds\HowitzerFire2.wav&#34; GUIPreset=&#34;Default&#34; />		
	<AudioFile id=&#34;HowitzerFire3&#34; File=&#34;AUDIO&#58;MonstaModSounds\HowitzerFire3.wav&#34; GUIPreset=&#34;Default&#34; />		

	<AudioEvent id=&#34;JuggernaughtArtilleryFire&#34; inheritFrom=&#34;AudioEvent&#58;BaseSoundEffect&#34;
		Volume = &#34;80&#34;
		VolumeShift = &#34;-10&#34;
		Limit = &#34;3&#34;
		Type = &#34;WORLD SHROUDED EVERYONE&#34;
		SubmixSlider = &#34;SOUNDFX&#34; >
		<PitchShift Low = &#34;-5&#34; High= &#34;5&#34; />
		<Sound>HowitzerFire1</Sound> <Sound>HowitzerFire2</Sound> <Sound>HowitzerFire3</Sound>
	</AudioEvent>

But still, it uses the old Jugger firing sounds :P

2. How to make lasers do spread damage like in TWA? I know this may be more of a question for Stygs, but maybe someone else knows it too :P
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#2 ravage

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Posted 18 September 2008 - 02:25

1.try make a new AudioEvent and let the Jugger weapon use it?

2.try the NODObeliskAntiInfantryLaser method?
<SweepingLaserState
id="ModuleTag_AntiInfantryLaserState"
LaserId="2"
Radius="25.0"
SweepFXList="FX_NodLaserSweep"
SweepWeapon="NODObeliskSweepWeapon" />

#3 Dutchygamer

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Posted 18 September 2008 - 13:18

1. Hmm, didn't think of that...
2. Care to explain what the tags mean and what they do |8
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#4 JJ

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Posted 18 September 2008 - 13:27

You should reference the Obelisk codes to get an idea of how it works.

<SweepingLaserState
id=&#34;ModuleTag_AntiInfantryLaserState&#34;  <-- You know what this is
LaserId=&#34;2&#34;  <-- Which laser to use? The ID is defined in its respective laser draws
Radius=&#34;25.0&#34;  <-- How big is the area that will be swept? If you put 9999999, the whole map will get lasered &#58;p
SweepFXList=&#34;FX_NodLaserSweep&#34;  <-- The FX to use
SweepWeapon=&#34;NODObeliskSweepWeapon&#34; />   <-- What weapon will be used?


#5 Dutchygamer

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Posted 18 September 2008 - 13:30

Where are the old days that everything that has to do with the weapon was in the same file -__-
Anyways, thanks for the advice. I'll take a look at it whe I've finished some college work |8
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#6 JJ

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Posted 18 September 2008 - 13:35

 Dutchygamer, on 18 Sep 2008, 21:30, said:

Where are the old days that everything that has to do with the weapon was in the same file -__-
Anyways, thanks for the advice. I'll take a look at it whe I've finished some college work |8


Well, you can put the weapon in the same file. The C&C3 SAGE can read anything from anywhere, as long as it is referenced somewhere. You can, for example, create a new xml for a specific unit and put all the related weapons,OCLs, command sets, etc, there.

#7 Dutchygamer

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Posted 18 September 2008 - 13:40

Now that is info I like to hear! Thanks for that |8
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#8 Sedistix

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Posted 18 September 2008 - 14:09

The wide variety of options and intertwining of XML's among each other only appears to be complicated and restrictive. In reality the process is very versatile and allows much more creative freedom than previous languages used by the CNC series.

Edited by Sedistix, 18 September 2008 - 14:10.


#9 Dutchygamer

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Posted 18 September 2008 - 19:23

OK, I WTF now... I have given the Juggernaught a new firing anim (just a copy from the old one, with the new sound attached), but it still uses the old firing sound :???: Where the heck are the firing sounds defined in TW then? They are not in the weapon, nor in the vehicle, and from what it seems, nor in the firing FX too...

Ehmm, scrap that problem. I forgot to add the FXListGDI to Mod.xml |8

Edited by Dutchygamer, 18 September 2008 - 19:34.

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#10 Dutchygamer

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Posted 28 September 2008 - 17:00

OK, next question:
This is a bit of odd one... The ingame menu seems to miss it's texture, and is completely pink. Also, if an enemy is defeated and the support powers are sorted (happens automaticly), they also loose their texture and turn pink. After a battle when this happens, most of the menu's are also pink.
Now my question is: is this something that can be caused by modding or just overheated hardware. The last game I played with this happening I had massive lag for a few moments, and the game crashes a few minutes after that (no Internal Error message, it just quited). Do note: I haven't touched anything related to textures or models...
Any help is really appreciated 8|
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#11 SPY46

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Posted 28 September 2008 - 21:12

try playing it with out the mod, if its still like that, i would think its some thing with ether your game, or your computer.

just to be on the safe side, at least if it doesn't happen in the normal game, then you know that its not your game or computer, and some thing you did do.

just think of the last few things you did before that happened, maybe its a type O and the thing is reading it as some thing else.


but dont take my word for it, i only KNOW half of what I'm trying to do and work on, the rest is trial and error ... and error and error and thats it I'm asking some one for some help. :D

#12 Dutchygamer

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Posted 29 September 2008 - 12:05

I'll try some other mods and the original game. It may be the game CD, bloody cd-box has made cracks in my disc :D (not big ones, just some small ones in starting in the middle, which keep growing though...)

EDIT: ok, it seems it's a combonation of both: when I start with my mod everything is fine, but when the action intensifies (aka I being beaten by tons of Devastators and Tripods), the menu fucks up...

Edited by Dutchygamer, 29 September 2008 - 13:33.

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#13 Chronosheep

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Posted 29 September 2008 - 15:06

I've had some similiar problems, but I haven't been able to pinpoint them with 100% certainty...
I had problems where the game (when playing a test mod) could suddenly lag like hell, while the 3d graphics got f***ed up, and the ingame UI went pink.
This problem has never occured while playing the unmodified game.

This problem first occured after I added some custom shaders I downloaded from Thundermods.
I suspect that the bloom shader was the cause, since I still haven't had this problem after I removed that shader from the mod.

If you're using (some of these) custom shaders, there's a good chance that one of them might be the cause.
I also reinstalled my graphics drivers, though I don't know if that was nesecary. Reinstalling graphics drivers will by itself not remove the problem.

Edited by Chronosheep, 29 September 2008 - 15:06.

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#14 Dutchygamer

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Posted 29 September 2008 - 15:35

 Dutchygamer, on 28 Sep 2008, 19:00, said:

Do note: I haven't touched anything related to textures or models...

Sorry, but I didn't. That's why it's so odd...
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#15 Chronosheep

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Posted 29 September 2008 - 15:46

 Dutchygamer, on 29 Sep 2008, 17:35, said:

 Dutchygamer, on 28 Sep 2008, 19:00, said:

Do note: I haven't touched anything related to textures or models...

Sorry, but I didn't. That's why it's so odd...

Well, technically, the bloom shader isen't directly related to neighter textures nor models....
Anyway, if you haven't touched the shaders, the logical question is: What HAVE you touched?
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#16 Dutchygamer

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Posted 30 September 2008 - 14:19

This:
-increasing tiberium field from destroyed refineries &#40;added new xml file for that to balance tib spread radius &#40;75&#41;&#41;
-tib crystals last longer &#40;75 from 50&#41;
-catalyst missile no longer insta-kills all tib units in area. it has spread damage now. 
 this now also includes all scrin harvs, refs, spore pods, visceroids and mutants.
;damage from 500.0 to 10000.0, damage multiplier from 5000% to 100%
;damage multiplier from 100% to 1500% &#40;or else all units will have massive impact damage&#41;
;damage from 10000.0 to 500.0, damage multiplier from 1500% to 2000% 
;damage multiplier from 2000% to 2100% 
 damage multiplier from 2100% to 2250% 
 added secondary multiplier for harvs only&#58; 3500%
-flame tank insta-clears enemy structures &#40;from 500 to =$CLEAR_GARRISON_WEAPON_DAMAGE&#41;
-grenadier squads, black hand and buzzers no longer insta-clear enemy structures &#40;from =$CLEAR_GARRISON_WEAPON_DAMAGE to 100&#41;
-all structures provide building space again&#58;
 powerplants&#58; 125 &#40;0&#41;
 barracks&#58; 125 &#40;0&#41;
 silos&#58; 50 &#40;0&#41;
-tech structures provide building space too now&#58;
 emp-control and mutant hovel &#58; 150 &#40;0&#41;
 defence tower and tib spike&#58; 125 &#40;0&#41;
-gdi and nod refinery storage improved with 50% &#40;3000 from 2000&#41;
-gdi mcv has same armor values as other mcv&#39;s
-radar to radar structure
-heal crate heals all units and structures now &#40;50000 from 100&#41;
-no infantry can spot stealthed air units now.
 except snipers, zone troopers with scanner packs and shadow teams
 shadow teams detection range increased &#40;200 from 100&#41;
-GDI attacks more with mammoths, less with juggernauts &#40;200% from 300%&#41;
-increasing buildtime of everything by 2x
-missile squads range decreased &#40;less effective vs base defences&#41;
-base defences cost and power changes&#58;
;buzzer hives&#58; 500, -5 &#40;600, -7&#41;
;watch towers&#58; 400, -5 &#40;600, -5&#41;
;shredder turrets&#58; 600, -5 &#40;600, -6&#41;
 all anti-infantry defences cost 600 and take -5 power &#40;AI spams these with those codes&#41;
-venoms cost 800 now &#40;from 900&#41;
-decreased missile squads weapon range &#40;325 from 350&#41; to improve anti-inf defences
-mutant marauders cost more &#40;900 from 600&#41;, but do more damage &#40;9 from 6&#41;
-buggies and apc&#39;s do normal damage vs infantry &#40;both from 75%&#41;, just like gunwalkers
-apc and mutant marauders do more damage &#40;200% from 100%&#41; vs aircraft &#40;just like gunwalker and buggy&#41;
-scrin aa turret does less damage &#40;200x4 from 250x3&#41; and rof decreased &#40;2 from 1&#41;; overall damage almost halved
-stealth tank does less damage &#40;300 from 375&#41;
-Nod harvester equal health to other harvesters &#40;7500 from 5000&#41;
-all harvester have more armor &#40;9000 from 7500&#41;, but rockets do more damage &#40;90% from 75%&#41;
-corrupter does more damage &#40;60 from 40&#41;
-flame tank explodes better &#40;damage 250 from 100, radius 60 from 50&#41;, but debris does less damage &#40;150 from 200&#41;
-bike speed increased &#40;150 from 140&#41;

-Grenadier Grenade speed doubled &#40;min&#58;200 max&#58;210 from min&#58;100 max&#58;121 &#40;more KW style&#41;&#41;
-Missile Squad/Rocket Militia soldier health reduced &#40;200 from 300&#41; &#40;more KW style&#41;
-Buggy Laser does more damage as it should do &#40;+33% damage from old 75&#41;
-added Red Zone version of Blue Tib &#40;still uses old art, maybe ask Stygs for art&#41;
-all superweapons have reload timer of 10 min &#40;instead of 7&#41;
-all powerplant upgrades require Radar Tech &#40;instead of Tech center&#41;
-Blue Tiberium Field explodes again when destroyed &#40;TS style&#41;;deleted delay;with added delay of 0.5s so whole field 
 doesn&#39;t detonate at the same time
 now with Blue Explosion
-AI attacks less with APC&#39;s &#40;125% from 175%&#41;
-improved infantry missile damage vs vehicles &#40;multiplier &#40;133%&#41; in weapon instead of armor change&#41;
 Harvester armor rocket resistence back to 75% &#40;from 90%&#41;
-APC speed increased &#40;90 from 72&#41;, armor decreased to compensate &#40;2500 from 2800&#41;
-Pitbull speed decreased &#40;100 from 115&#41;, armor increased to compensate &#40;1900 from 1600&#41;
-Catalyst Missile used on Blue Tib uses blue explosion &#40;thanks Might Bob for tut!&#41;
-Catalyst Missile uses same damage against everything again, only has smaller range &#40;more KW style&#41;
 Tib explosion range is same
-added Blue Tiberium explosion delayer &#40;c/p from Catalyst Missile code&#41;
 explosion is now 1000 dmg and 100 sprd

-Missile squads and Rocket militia now have 4 men in squad. Health of soldiers halved &#40;100 from 200&#41;
 weapon damage decreased too &#40;130 from 250, small increase in overall damage&#41;
-Nod AI uses Flame Tanks more &#40;200% from 125%&#41;
-added AIStates entry for Watchower, set to 100%
-omitted for now untill I find a decent burning infantry object
;added test OCL for flaming Missile Soldier &#40;uses Ion Storm OCL for now&#41;
-Disruption Towers now cloak themself too
-added AIStates entry for Disruption Tower, set to 100% &#40;hopefully Nod AI builds them now&#41;
-all vehicles, infantry and aircraft have normal buildtimes again
 double buildtime now only for structures
-removed Defensive Tower Buildradius
-mini MCV&#39;s buildradius reduced &#40;250 from 360&#41;, deployspeed increased &#40;20s from 30s&#41;
-fixed Power Plants string file &#40;mentions radar structure instead of tech center now&#41;
-replaced Firehawk bomb explode anim with C4 explode anim &#40;&#34;FX_NOD_Vertigo_BombImpactExplosion&#34; with &#34;FX_GDIBombHit&#34;&#41;,
 &#40;&#34;FX_DirtHit&#34; with &#34;FX_GDIBombHit&#34;&#41;, &#40;&#34;FX_GDIMissleMissHeroic&#34; with &#34;FX_GDIBombHit&#34;&#41;
-fixed vertigo bomb explode anim &#40;&#34;FX_NOD_Vertigo_DirtHit_BombImpactExplosion&#34; with &#34;FX_NOD_Vertigo_BombImpactExplosion&#34;&#41;,
 &#40;&#34;FX_DirtHit&#34; with &#34;FX_NOD_Vertigo_BombImpactExplosion&#34;&#41;
-Juggernaught changes&#58;
	-replaced Juggernaught projectile with arching one &#40;&#34;FXArtilleryShell&#34; with &#34;GDIJuggernaughtBombardShell&#34;&#41;
	-added Veteran version of Jugg bombardement &#40;and now also normal Jugg firing&#41; shell &#40;has other colored trail&#41;
	-replaced Juggernaught veteran projectile &#40;&#34;FXArtilleryShell_Veteran&#34; with &#34;GDIJuggernaughtBombardShell_Veteran&#34;&#41;
	back to normal;-Juggernaught weapon FX changed &#40;&#34;FX_MissileHit&#34; from &#34;FX_GDIShellMiss&#34;&#41;;&#34;FX_AwesomeXplosion&#34;
	-Juggernaught weapon FX changed &#40;&#34;FX_MediumXplosion&#34; from &#34;FX_GDI_MammothTank_CannonProjectileImpact&#34;&#41;
	-Juggernaught has better firing sounds &#40;from ShW Howi&#41;
	-to get above, added new sound for firing FX &#40;&#34;JuggernaughtArtilleryFireNew&#34; instead of &#34;JuggernaughtArtilleryFire&#34;&#41;
	-replaced old Bombardement firing sound with new one &#40;replaced &#34;FX_GDI_CommandPostGolemCannonFire&#34; with 
	&#34;FX_GDI_JuggernaughtArtilleryFire&#34;&#41;. Also added elite version of firing FX
	-added shroud revealer for normal weapon too
-Missile Squads cost more &#40;500 from 400&#41;, but have further range &#40;350.0 from 325.0, aka back to normal&#41;
 and increased health &#40;125 from 100&#41;
-Rocket Militia have 1 extra soldier, but weapon does less damage &#40;100 from 130, overall damage back to original&#41;
-added AIStates entry for Fanatic Squad, set to 100% &#40;hopefully Nod AI builds them now&#41;
-Scorpion keeps Cannon Turret when upgraded with laser
 removed ForbiddenFiringObjectStatus=&#34;WEAPON_UPGRADED_01&#34; from NODRaiderTankCannon
 removed HideSubObjects=&#34;Gun&#34; from NODRaiderTank, from SubObjectUpgrade
-decreased Scorpion laser damage &#40;400.0 from 520.0&#41;;200.0
-added shroud revealer for Devastator Warship weapon
-increased EMP duration &#40;20s from 10s&#41;
-Mammoth Tank autoheals from start now &#40;instead of from heroic level&#41;
-added housecolor shadow beneath Commando&#39;s and Mastermind
-GDI Commando changes&#58;
	-weapon kind changed from &#34;SNIPER&#34; to &#34;GUN&#34; &#40;still equal damaging vs infantry, but also damage vs vehicles&#41;
	-weapon uses Zone Trooper railgun trailer instead of MG trailer
	-heals himself now &#40;just as Mammoth Tank&#41;
	-armor resistance vs &#34;GUN&#34; increased &#40;&#34;50&#34; from &#34;100&#34;&#41;
-decreased Flame Tank AIState &#40;150% from 200%&#41;
-decreased Scorpion speed &#40;80.0 from 90.0&#41;
-deleted Shredder turret for Nod, Laser Turret is now basic Nod defence
-Laser turret weapon kind changed from &#34;CANNON&#34; to &#34;GUN&#34;, multiplier switched from INFANTRY to VEHICLE, increased &#40;400% from 50%&#41;
;-Laser turret weapon multiplier increased &#40;200% from 50%&#41;
-Laser turret RoF increased &#40;1.5s from 3.0s&#41;, damage decreased &#40;100.0 from 140.0&#41;, overall damage increased
-Laser turret cost decreased &#40;1000 from 1200&#41;, power requirement decreased &#40;8 from 10&#41;
-Cranes and Foundries can build basic defences again &#40;anti-inf, anti-tank, anti-air&#41;
-Rig Cannon weapon speed same as Guardian Cannon &#40;1000 from 500&#41;
-fixed Commando railgun &#40;thanks Chrizz/Stygs!&#41;
-Nod Commando and Scrin Mastermind has same armor values as GDI Commando &#40;50% GUN damage&#41;
-changing build locations of structures&#58;
	-Nod Tech Lab SPREAD to BACK;HOMEBASE
	-Nod Tiberium Facility SPREAD to BACK;HOMEBASE
	-Nod Obelisk SPREAD to FRONT
	-Nod Laser Turret SPREAD to FRONT
	-Nod Disruption Tower CENTER to SPREAD
	-GDI Sonic Emiter SPREAD to FRONT
	-GDI Tech Center SPREAD to BACK;HOMEBASE
	-GDI Space Uplink SPREAD to BACK;HOMEBASE
	-Scrin Storm Collumn SPREAD to FRONT
	-Scrin Signal Transmitter SPREAD to BACK;HOMEBASE
	-Scrin Tech Lab SPREAD to BACK;HOMEBASE
-Obelisk range increased &#40;400.0 from 375.0&#41;
-Avatar range decreased &#40;325.0 from 350.0&#41;, preattackdelay decreased &#40;0.3s from 0.6s&#41;
-Defensive Tower now scatters fire vs infantry
-Guardian Cannon health increased &#40;5000 from 4000&#41;
-Guardian Cannon weapon damage increased &#40;400.0 from 350.0&#41;

-changed housecolor &#34;Green&#34; &#40;R=&#34;50&#34; G=&#34;167&#34; B=&#34;0&#34; A=&#34;255&#34; from R=&#34;43&#34; R=&#34;0&#34; G=&#34;167&#34; B=&#34;68&#34; A=&#34;255&#34;&#41;
-changed housecolor &#34;Blue&#34; &#40;R=&#34;0&#34; G=&#34;30&#34; B=&#34;179&#34; A=&#34;255&#34; from R=&#34;43&#34; G=&#34;43&#34; B=&#34;179&#34; A=&#34;255&#34;&#41;

-increased Mammoth heal rate &#40;25 from 10&#41; and put back Heroic heal rate &#40;40 per 3s&#41;
-increased GDI Commando heal rate &#40;15 from 10&#41; and put back Heroic heal rate &#40;25 per 3s&#41;
-reduced Stealth Tank speed &#40;100 from 120&#41;
-AIStates entry for Seeker lowered &#40;150% from 200%&#41;
-Improved anti-Commando attacks
-AIStates entry for Disruption Tower increased &#40;200% from 100%&#41;

Lines with ';' infront of them should be ignored (something from TS/RA2/Generals modding 8|)

Edited by Dutchygamer, 30 September 2008 - 14:20.

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#17 Dutchygamer

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Posted 11 October 2008 - 14:33

BUMP!
Fixed above problem with a No-CD crack, so we can continue :)
Next problem: The Obelisk sometimes fire without charging. I want to fix this because it's stupid if sometimes your unit is roasted just because you didn't know there was an Obelisk in the shroud, nor heared it charging up... I've been checking the particle codes, and it says that they should always draw, so the problem can't be there. I think it's somewhere in this piece of code from NODObelisk.xml:
			<!-- DRAW CRYSTAL -->
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw_Crystal&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;NBObeliskCrstl&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;NBObeliskCrstl&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;PREATTACK_A&#34;>
					<Animation
						AnimationName=&#34;NBObeliskCrstl&#34;
						AnimationMode=&#34;ONCE&#34; />
					<ParticleSysBone
						BoneName=&#34;FX_Weapon&#34;
						FXParticleSystemTemplate=&#34;NODObeliskFireDistort&#34; />
					<ParticleSysBone
						BoneName=&#34;FX_Weapon&#34;
						FXParticleSystemTemplate=&#34;NODObeliskFireGlow&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;FIRING_A&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;NBObeliskCrstl&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
			</ScriptedModelDraw>

But as I've not got that much experience with this part of TW modding, maybe someone can help me with this?
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#18 Stygs

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Posted 11 October 2008 - 20:53

The problem is quite simpel - the obi uses 2 weapons, PRIMARY_WEAPON & SECONDARY_WEAPON.
However, the crystal animation is only defined for weapon _A, which is the primary weapon.

Simply copy the PREATTACK_A & FIRING_A animationstates and rename them to PREATTACK_B & FIRING_B and they should work :P

Edit: just tested it and works finde... I guess I will include it in TWA to :>

Edited by Stygs, 11 October 2008 - 20:54.

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#19 Dutchygamer

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Posted 12 October 2008 - 11:43

Never noticed this was only with the anti-infantry laser... Including it now :P

EDIT: Okay, next problem: it seems that I've fucked up the Nod AI :dope: I've been playing as Nod lately against GDI and Scrin, but when I play against Nod the game randomly crashes. It happens mostly in the first 5 minutes of the game. If I delete AIStates.xml from my mod, the game works fine however.
I'll attach my AIStates.xml, and if someone would be so kind to take a look at it?

EDIT 2: I dunno if this topic is being looked at, but I'll give it another shot: as you may know, structures that are sold just explode like they where destroyed. I want to re-use the buildup anim, and play it backwards when selling a structure. But I can't set the game to use that specific anim when selling. This is what I had first:
				<!-- SELL ANIM TEST -->
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;SOLD&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;NBPower_AAN&#34;
						AnimationMode=&#34;ONCE&#34; />
					<ParticleSysBone
						BoneName=&#34;NONE&#34;
						FXParticleSystemTemplate=&#34;Con_Large&#34;
						FollowBone=&#34;true&#34; />
				</AnimationState>

This doesn't work: it just explodes when sold. Then I tried to do it with adding a 'USER' condition. Problem is: I don't know how to make that 'USER' condition :/ As said, I want it to activate when a structure is sold. Any help with this one?
Also, my previous problem was solved for some while, but it's back again...

Attached File(s)


Edited by Dutchygamer, 18 October 2008 - 12:01.

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#20 Dutchygamer

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Posted 20 October 2008 - 14:01

Bump!
Anyone found a solution?
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#21 JJ

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Posted 20 October 2008 - 14:14

Somebody said something about this once, but I forgot where and when. Based on my memory, buildings don't use sell condition state when sold (yes, stupid thing). Instead, they are treated like deaths, SUICIDED death type IIRC, or some other death type. The solution I think is that you define that particular damage type to spawn a dummy object upon sell then plays the animation, then dies.

#22 Dutchygamer

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Posted 20 October 2008 - 16:24

Hmm, I wish I could try that, but that stupid AIStates keeps crashing my mod >_<
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#23 Mighty BOB!

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Posted 21 October 2008 - 01:30

I think it might have been on the official C&C forums in the modding section. As I recall Assassin helped come up with a solution for making a new animationstate or something for selling.

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aHA! Found it! http://www.derelictstudios.net/forums/inde...showtopic=15953
WOL nick: migtybob

Wesforce said:

We are living in a post-common sense society.

#24 Dutchygamer

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Posted 21 October 2008 - 13:33

And once again Mighty Bob saves the day :cool: And about that AIStates problem: I'll omit it from my mod for now, untill I can find out what part of it is buggering the game...
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