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where do i put the XML files?


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#1 jumesyn

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Posted 24 November 2007 - 09:21 PM

hi
i just downloaded and instaled the sdk 4 and its pre requisites
and i wanted to know one thing, do i have to make a .big file or a can just put the xml file somewere in the games folder?

thanks for the attention

#2 Phil

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Posted 24 November 2007 - 09:31 PM

Your XML files should go in "Mod SDK\Mods\*MODNAME*\data\" . Check the Mod SDK documentation for further details ;)

Btw: Welcome to CNC3.net :)

Edited by Dark Lord of the Sith, 24 November 2007 - 09:31 PM.

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#3 jumesyn

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Posted 24 November 2007 - 09:41 PM

thanks

but before i start reading the documentation, i just wanted to know, do i really need to make a .big file?

#4 Daz

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Posted 24 November 2007 - 09:47 PM

Yes

#5 Phil

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Posted 24 November 2007 - 09:48 PM

Nope, the tools provided by EALA will do that for you once you run buildmod.bat. C&C3 modding takes a little getting used to, so reading the documentation is practically unavoidable.

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#6 jumesyn

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Posted 25 November 2007 - 02:04 PM

i am reading but its hard to understand
on the BuildModExpress, what do i need to mark to make the .big file?

#7 Phil

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Posted 25 November 2007 - 05:00 PM

What exactly is this BuildModExpress?

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#8 jumesyn

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Posted 25 November 2007 - 10:06 PM

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#9 Golan

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Posted 25 November 2007 - 11:10 PM

He was probably asking for some more precise informations - like what it does and where you git it from.

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#10 Phil

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Posted 25 November 2007 - 11:14 PM

Yeah, I haven't heard of that before. Was that done by EALA or is it a third-party program? If it's the latter, you might not get a decent answer here, rather read the readme or help file that came with it.

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#11 jumesyn

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Posted 26 November 2007 - 01:46 AM

so, tel me, how do you make yours .big files?
maybe with you explanation i can understand better!

and theres no help file for the BuildModExpress
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Edited by jumesyn, 26 November 2007 - 01:48 AM.


#12 Golan

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Posted 26 November 2007 - 07:43 AM

You make .big files by compiling your mod. That´s what the whole SDK is about. :ohmy: You should seriously consider reading the documentation of the SDK - it´s there for a reason...

About the MBE: Is it this one? Anyways, judging from the UI, you have to mark all options (the ones on the lower right) in order for the program to build your mod correctly.

Edited by Golan, 26 November 2007 - 07:47 AM.

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#13 jumesyn

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Posted 29 November 2007 - 12:12 AM

i guess im starting to get the hang of it, a little but better than nothing :mad2:

and i need to know something about the WeaponSpeed, the lower value the faster?, or the higher value the faster?

thanks

#14 Golan

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Posted 29 November 2007 - 11:22 AM

Speed is the distance per time, so higher values equal faster movement. In TW, distance is measured for speed as it is for e.g. weapon ranges, time is measured in seconds; if weapon range and weapon speed are equal, the projectile will hit with 1 second delay, if weapon speed is half the weapon range, the projectile takes 2 seconds, and so on.

Edited by Golan, 29 November 2007 - 11:22 AM.

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#15 jumesyn

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Posted 29 November 2007 - 02:40 PM

so, where do i change to make, for example, the predator fire like a machinegun?

#16 Nighthawk

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Posted 29 November 2007 - 04:44 PM

Do you mean fire a machine gun like the GDI Watchtower, or have it fire its shells in a rapid-fire motion like a chaingun?
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#17 jumesyn

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Posted 30 November 2007 - 10:30 AM

have it fire its shells in a rapid-fire motion like a chaingun

#18 Daz

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Posted 30 November 2007 - 02:44 PM

You change the rates associated with that weapon.

It's either the reload rate or a fire rate.

#19 jumesyn

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Posted 30 November 2007 - 04:36 PM

You change the rates associated with that weapon.

It's either the reload rate or a fire rate.


sorry but i still do not understand :)
please, read this little file and tell me where it is
i copied it form globaldata/weapon

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#20 Daz

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Posted 30 November 2007 - 04:47 PM

This is the time in seconds between shots in a clip. As you can see it's quite short.

<FiringDuration
MinSeconds="0.3s"
MaxSeconds="0.3s" />

However,

ClipSize="1"

A clip is only one shot. So the above firing duration means very little.

This is the time it takes to reload a clip.

<ClipReloadTime
MinSeconds="1.9s"
MaxSeconds="2.1s" />


You can either:
Reduce ClipReloadTime to have it fire one shot clips, but fire the next clip sooner.
Increase ClipSize to have it fire however many shots per clip with FiringDuration's time value between each shot.

A clip is like a magazine in an FPS game.
I could have 10 rounds in my rifle's magazine which I can fire rapidly and once I've fired those 10 shots I need to reload.
I could have 1 round in my grenade launcher's magazine and have to reload after every shot.

The Predator's cannon is like the grenade launcher, whereas the Rifle Infantry's assault rife is like the rifle.

Edited by Daz, 30 November 2007 - 04:51 PM.





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