Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Nov 24, 2007 9:09 pm Post subject:
Mod compiler not working...
I am still struggeling with the TW Mod compiler. When i try to compile my mod, it produces a 5kb .big file, which should be much larger. There are some odd things though: when i try to compile the SampleMod, it works correct, and i can play that mod.
I will attach my mod files, and would someone be so kind to see if anything is wrong with them?
Just a note about the modifications: i changed the Tib crystal weapon, so to make it mutate infantry (or at least, i tried...), and i changed the Militia cost and buildtime, to quickly see if my mod worked...
There´s a formating error in the weapon.xml of your mod. The DamageAndSpawnNugget of both TiberiumCrystal weapons looks like this:
You have to remove the > after DeathType="BURNED".
Also, the <SpawnTemplate>Viceroid</SpawnTemplate> needs to be positioned after SpecialObjectFilter, not before it (dunno why, but the compiler claims SpecialObjectFilter to be an invalid child element when positioned after the SpawnTemplate). QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Nov 27, 2007 8:52 am Post subject:
Ehmm, i will believe anything you say, because i'm a real newb at xml modding I will try it when i get home...
EDIT: ehmm, it still creates a 5 kb file... Couldn't there be anything else wrong?
EDIT 2: nevermind, i readed something wrong, now it works
aargh, EDIT 3: it works, only the visceroids created from dead soldiers seem to attack the tiberium crystals that mutated the soldiers. Why do they do that (btw last edit for now ) QUICK_EDIT
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