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#732208 Hello

Posted by CommieDog on 16 July 2009 - 09:21 PM in Generals / Zero Hour Editing

Try adding FireOCL = OCL_RadiationFieldMedium to your Terrorist's new weapon.



#730052 Strange infantry unit problem?

Posted by CommieDog on 10 July 2009 - 01:58 PM in Tiberium Wars Editing

You mention that the unit has a laser weapon, but then you say that it's shooting projectiles. It seems to me that you're best off removing the projectiles from the weapon.



#701928 Special Power Button

Posted by CommieDog on 11 April 2009 - 02:07 AM in Tiberium Wars Editing

If I remember correctly, you need to edit the LogicCommandSet PlayerSpellBookCommandSet in order to reference your new power. You may need to edit the PlayerSpellbookObject as well.



#686646 There will not be a RA3 Uprising and/or KW mod sdk.

Posted by CommieDog on 02 March 2009 - 11:44 PM in C&C Discussion

Sigh...I was hoping that EA learned not to base expansion packs on outdated version of the main game so that SDK would be compatible with both.



#686598 ArmorUpgrade issue

Posted by CommieDog on 02 March 2009 - 10:17 PM in Tiberium Wars Editing

You may need to add a ConflictsWith element to the other ArmorUpgrade modules telling them to not work when the other upgrade is purchased.



#677157 Avatar Starting with all its upgrades?

Posted by CommieDog on 07 February 2009 - 05:31 PM in Tiberium Wars Editing

...Even if you have 4 GrantUpgradeCreate modules?



#674442 Missing Art Files

Posted by CommieDog on 30 January 2009 - 07:19 PM in Tiberium Wars Editing

An even better solution (if you have the time) would be to simply remove the Include elements that reference those missing assets.



#673728 Modding Campaigns

Posted by CommieDog on 29 January 2009 - 05:13 AM in Tiberium Wars Editing

Good idea, but it didn't work. I tried changing the name of just the mission and theater of war, and changing the name of the mission, theater of war, and campaign, both with no results.



#673389 SDK 5 Main Menu

Posted by CommieDog on 28 January 2009 - 10:19 AM in Tiberium Wars Editing

I think you have to change all the textures in the [Mod SDK]\Mods\SampleMod\data\AptUI\MainMenu\MainMenu_textures folder.



#673303 Modding Campaigns

Posted by CommieDog on 28 January 2009 - 03:14 AM in Tiberium Wars Editing

I'm working on what will eventually be an expanded campaign for a mod. But I'm having trouble changing the order of missions in the C&C 3 campaigns, even before I try to add new missions. For some reason, any edits that I make to the CampaignTemplates.xml file are ignored, even if I try to start new campaigns with the mod loaded. I know the file is being parsed because I can see it being compiled with the BuildMod tool, so it isn't something silly like that. Has anyone here had better luck in doing something like this?



#668807 mod problems

Posted by CommieDog on 17 January 2009 - 04:04 PM in Tiberium Wars Editing

You have a SlavedUpdate module inside your PassiveAreaEffectBehavior module. Move the end tag for the PassiveAreaEffectBehavior module above the beginning of the SlavedUpdate module in order to fix the problem.



#665495 mod problems

Posted by CommieDog on 07 January 2009 - 03:55 AM in Tiberium Wars Editing

I don't see where that would cause a problem, since all the turret-handling code is on the object, not the weapon.



#664773 Modding The Harvester

Posted by CommieDog on 05 January 2009 - 06:00 AM in Tiberium Wars Editing

I don't think what you want can be done in TW. The Tiberium logic has too many hard-coded components, like the docking requirement.



#664771 mod problems

Posted by CommieDog on 05 January 2009 - 05:57 AM in Tiberium Wars Editing

The Vertigo Bomber's weapon code (including the part that controls reloading) is in /GlobalData/Weapon.xml.

As for the Corrupter, why didn't you just copy the Flame Tank weapon instead of trying to tweak the Black Hand weapon to look like it?