Posted: Mon Feb 18, 2013 5:45 am Post subject:
SecondWtq's question thread
I'm a YR modder before, who fell into C&C3 modding weeks ago. I have got some basic comprehension of Sage engine for C&C3, but just a little..
As I said I used to mod TS engine, but anyway, Sage is much different from TS. And some logics that even TS can implement, I cannot find way to do it in xmls due to a limited command to Sage code(though some of these are impossible indeed).
Temporarily I am able to make some simple logics, for example, add a new vehicle with a newly-made model, and add one, two, or more cannons/guns to it, or add(to be exact, it is copy ) a new Airstrike specialpower, but when it comes to complex ones, I always feel at a loss.
So I try finding the proper way of custom Sage through some remakes I have done on TS, and some other questions. I intend to raise questions as few as possible, but I'm sorry that, sometimes I am totally at a loss.
Well the first ones:
I guess no one have implemented the Hammer Drain feature in RA3, however I want to have a try.
Obviously it is hard to seize the weapon of target, what I want is just heal the unit itself by draining other objects' health.
Currently I have not found examples or related codes for fire a weapon to itself as well as others at same time. QUICK_EDIT
don't know if the DrainLife (inside DamageNugget) still work in C&C3, worth a try
Yeah I found it in AssetTypeWeaponTemplate.xsd and tested, it does work! Seems so easy a question, thanks for the information!
Next one:
What a xml for Sequenced FX Textures should be? I found some FX sequence textures and wanna try them but I can't find examples for writting its xml code. QUICK_EDIT
I wanna make a "Mobile Stealth Generator"(which can make a stealth field without deploying) but met with some difficulties. I added these codes to Pitbull(inside <Behavior> section) for a test.
But it doesn't make any difference. It doesn't broadcast stealth, and itself is still visible, even I removed the codes about broadcasting. However, I moved the codes to GDI Power Plant and it works just well.
So,
1. What should I do to make Pitbull a stealthed unit?
2. I guess broadcast logic doesn't work at non-structure objects, What's the way for Mobile Stealth Generator?
Edit: The issue is solved. I moved the codes to Rifleman, it works well and is able to form a stealth field. Accidentally I got interested in the Nod Cloaking Field specialpower, and found these codes in BaseVehice.xml:
Suddenly it striked me that, Cloaking Field only works at vehicles(a poor memory for I rarely use this specialpower while gaming). The ID is duplicated. And codes related to Cloaking Field specialpower need removing.
I added the code to Pitbull and changed XML header according to NODStealthTank.xml, the test is successful.
BTW, @ravage: IIRC I have seen you somewhere in Mycnc.org .
Moreover, just out of curiousity, is it possible to recreate RA3 Aircraft Carrier effect in C&C3 as a Airborne Carrier for Scrin? Surely we have PAC now, but its fighters is binded outside the ship. Any way to make a mothership that launching fighters inside the model? I got RA3 XMLs and found these sections:
The structure SlaughterHordeContain can be found in the XSDs of C&C3 MOD SDK, and ParkingPlaceBehavior is used at airpads. However the "SlaughterHordeContain" is not used in the vanilla game at all and I can't find other information about it. There is also some new codes in the WeaponTemplate of RA3 Aircraft Carrier. Last edited by secondwtq on Wed Feb 20, 2013 4:35 pm; edited 1 time in total QUICK_EDIT
Therefore I need to look for a better design for a substitute of PAC xD yeah the original one looks good but I don't like it very much.
I'm practising adding vehicle models and animations recently, and going to try adding building models. Although I have some doubts:
Is it possible to let a structure have 2 or more production lines and miner unloading places? I have one mod on my disk, which used TCN model as conyard. The structure has 1 vehicle production line and 2 unloading dock place at the beginning, and it can get other 3 production lines through upgrades.
It may works with multiple ProductionUpdate, but I have no idea of defining different exiting paths and adding it with upgrades. QUICK_EDIT
I tried this code added in GDI War Factory, but it shows as only 1 vehicle production line, and unit can be manufactured by clicking on UI buttons, however, it have no effect on the UI(not show the type and num of units producing) , and the door anim isnot played, I didn't set DoorAnim in the new code so I guess it is using the second line, and the UI shows the first one.
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