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SecondWtq's question thread
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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Mon Feb 18, 2013 5:45 am    Post subject:  SecondWtq's question thread Reply with quote  Mark this post and the followings unread

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 Very Happy ) 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.

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ravage
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Joined: 16 Jul 2005

PostPosted: Tue Feb 19, 2013 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

don't know if the DrainLife (inside DamageNugget) still work in C&C3, worth a try

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Tue Feb 19, 2013 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

ravage wrote:
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.

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Wed Feb 20, 2013 5:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm testing Disruption Tower feature.

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:

Code:
         <!-- Nod Cloaking Field -->
         <InvisibilityUpdate
            id="ModuleTag_Invisibility"
            UpdatePeriod="0.5s">
            <InvisibilityNugget />
            <RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade>
         </InvisibilityUpdate>
         <StealthUpgrade
            id="ModuleTag_InvisibilityTrigger">
            <TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy>
         </StealthUpgrade>


And I noticed this in Stealth Tank code, which I cannot understand and be ignored before:

Code:
         <!-- removing Cloaking Field update -->
         <InvisibilityUpdate
            id="ModuleTag_Invisibility"
            xai:joinAction="Remove"
         />
         <InvisibilityUpdate
            id="ModuleTag_Invisibility_Intrinsic"


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 Shocked.

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:

Code:
         <SlaughterHordeContain
            id="ModuleTag_SlaughterHordeContain"
            CashBackPercent="0"
            ResetInitialTeamOnCapture="true">
            <CanAlwaysEnterObjectFilter
               Rule="NONE">
               <IncludeThing>AlliedAttackDrone</IncludeThing>
            </CanAlwaysEnterObjectFilter>
         </SlaughterHordeContain>
         <ParkingPlaceBehavior
            id="ModuleTag_ParkingPlaceBehavior"
            NumRows="2"
            NumCols="2"
            ApproachHeight="10"
            ParkInHangars="true"
            DoorOpenTime="4.0s">
            <CanParkHereFilter
               Rule="NONE"
               Relationship="ALLIES">
               <IncludeThing>AlliedAttackDrone</IncludeThing>
            </CanParkHereFilter>
         </ParkingPlaceBehavior>


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

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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Thu Feb 21, 2013 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

汗,干脆加我QQ算了:
79996734

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Thu Feb 21, 2013 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

The SlaughterHordeContain works, the problem is that the way the aircraft is launched doesn't work in TW.

_________________

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Wed Feb 27, 2013 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Thu Feb 28, 2013 5:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
         <ProductionUpdate
            id="ModuleTag_ProductionUpdate2"
            GiveNoXP="true"
            Type="VEHICLE"/>


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.

But what is the proper approach?

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