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weapon/units editing problems
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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Sat Jul 26, 2008 6:11 pm    Post subject:  weapon/units editing problems Reply with quote  Mark this post and the followings unread

ok i have a small problem with the GDI harvester Mgun.

you could have an enemy harvester right beside it but it wont shoot on its own, you have to tell him to shoot, ive already gave it a range, damage and clip size boost, but i want to fix the auto fire problem.

im also wanting to ADD a slot for one squad to enter the harvester as an added defence for it.

not sure how much code i would need to add to this or what parts using the APC as an example.

some thing that i think would be helpful for NOD players would be if the NOD Refinery actually spawned very small amounts of Tiberium over time.

not too sure where or how to add that in to a building.

im also thinking of changing it so that the Pitbull is the mine layer and not the APC, i think that might be the problem for the 2nd unit not being able to leave the APC.

im also wanting to give the Confessor a fire based Grenade, not like the GDI grenade that can clear a building, just added damage with a cool look.

so far this is the list of problems that i have with my mod that im working on right now.

if any one can tell me what parts i need to add for what ever is on this list, please if you can it would help me out alot.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Sat Jul 26, 2008 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok adding to what i said, i should have been a little more clear.

for creating a slot in the harvester, do i just coppy the hord transport slot data, or do i need to add more code than that?

for the nod refinery, im just not sure if i can add the Tib growth with out causing any problems.

for the confessor ..... not too sure how to make a flame based grenade look or explosion, wondering if i can edit a Flame Tank death explosion and change its size so its small enough that would look right.

do the harvesters have a universal storage limit or is it seperate because i can not find that ether

and i also wanted to add this, im wanting to make the Husks of juggers, Avatar and Tripods remain and not self destruct.

can i just delete this line DestructionDelay="8s"> or do i have to change it to a false?

or am i compleatly off?

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Sun Jul 27, 2008 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

ok i tried to add the APC mines to the PitBull, that way it could save a slot for one more squad, and i personally think it would be more fitting for the Pitbull to have them.

i coppied the APC mine code that was in the APC and pasted it to the PitBull, i am sure i got every thing but there is some thing wrong because i have this error.

Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gdipitbull.xml':
XML validation error encountered in file:///c:/program files/electronic arts/command & conquer 3/mod sdk/mods/hellfire/data/gdipitbull.xml (line 0, position 0):
The element 'Behaviors' in namespace 'uri:ea.com:eala:asset' cannot contain text. List of possible elements expected: 'AISpecialPowerUpdate, AttributeModifierUpgrade, AttackTargetSpecialPower, ArmorUpgrade, BeamTargetBehavior, SlavedUpdate, BezierProjectile, BuildingBehavior, CastleUpgrade, ClusterBombUpdate, Collide, CommandSetUpgrade, CreateObjectDie, CrushDie, RebuildHoleExposeDie, RebuildHoleBehavior, DefaultProductionExit, DestroyDie, DynamicShroudClearingRangeUpdate, EmotionTrackerUpdate, EngineerContain, InfiltratorContain, InvalidTargetsDeathUpdate, FireWeaponCollide, FireWeaponUpdate, StructureToppleUpdate, ToppleUpdate, OilSpillUpdate, DamageFieldUpdate, FlammableUpdate, AutoDepositUpdate, FXListBehavior, GeometryUpgrade, GettingBuilt, GiveUpgradeUpdate, GrantUpgradeCreate, HeightDieUpdate, MissileUpdate, JumpJetSpecialPower, LevelUpUpgrade, LifetimeUpdate, LocomotorSetUpgrade, SwitchLocomotorsSpecialAbilityUpdate, MaxHealthUpgrade, MinefieldBehavior, ModelConditionSpecialAbilityUpdate, ModelConditionUpgrade, RandomModelCondition, StrafeAreaUpdate, OCLMonitorUpdate, TeleportSpecialAbilityUpdate, TeleportToCaster....

can any one translate this for me because im not sure where the problem is.


BAGH! to hell with it.

i removed the mines from the Pitbull, but one small problem.
i also tried to remove them from the APC but it only removed being able to use them, the icon is still there, how can i remove that?

im also trying to make a cannon style AA weapon, but the coppied one i made keeps getting errors because of its data type.

does that mean if i call it a cannon it wont shoot at air units?

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