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BOB!'s Random Questions


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#21 Mighty BOB!

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Posted 17 February 2008 - 07:17 PM

Edit, overwrite, same difference. :lol:

So including the .xsd in the mod.xml will automatically compile it? I heard the buildmod.bat couldn't read them like it can't read the .ini files.

Edited by Mighty BOB!, 29 March 2009 - 02:59 AM.

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#22 Mastermind

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Posted 17 February 2008 - 07:27 PM

I think if you just edit the XSD file directly, you can make changes. However, the odds of completely breaking something are relatively high. I'd not recommend it unless you know for certain what you are doing will work, and you thoroughly test it.
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#23 Golan

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Posted 17 February 2008 - 10:00 PM

Edit, overwrite, same difference. :lol:

So including the .xsd in the mod.xml will aucomatically compile it? I heard the buildmod.bat couldn't read them like it can't read the .ini files.

No no no, the XSDs are different. They are not game files. Basically, they are a "roadmap" for the compiler, telling it what is valid for compiling and what is invalid. The point of editing the XSDs is that some "roads" actually exist even though they are not in the XSDs - adding something to this "map" does however not necessarily mean that it will function per se. The XSDs are for the compiler only - they do not have any effect on the game and are not included in the mod.xml (the compiler will actually look em up automatically).
For example, the game supports more damage types than the ones listed in the XSDs, just add a new one to the list in Schemas\xsd\Includes\DamageDef.xsd and you can then use it in your mod. However, adding for example a new KindOf caused side effects with the object filters. As a general rule, simple classifications will be accepted by the game (like Damage Types simply links certain adjustable values to a damage name), while anything that has it´s effects specified in the game itself is very likely to brake something (the KindOfs seem to have certain hardcoded attributes, like for example CAN_PLACE_CHARGE will have the C4 cursor displayed when targeting buildings).

So far I only know that this is possible: Add new Damage Types. Add new Faction Names (for in-code references). Re-enable the cash bounty modules.

Edited by Golan, 17 February 2008 - 10:14 PM.

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#24 Mighty BOB!

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Posted 23 February 2008 - 12:28 AM

New question: How can I go about making objects spawned from a crate be neutral (or on _insert faction_) rather than belonging to the player that picks up the crate?

Oh and also, is it possible for a support power (Shockwave Artillery, Bloodhounds, Vapor Bomb, etc, etc) to have multiple prerequisites or is it slaved to 1 structure? I want to make the Sharpshooter team require that an Airfield be constructed in addition to the Tech Center.

Edited by Mighty BOB!, 23 February 2008 - 03:31 AM.

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#25 Golan

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Posted 23 February 2008 - 09:10 AM

New question: How can I go about making objects spawned from a crate be neutral (or on _insert faction_) rather than belonging to the player that picks up the crate?

You can use the DestinationPlayer= attribute of OCLs to assign an object to a pre-defined player. Leave it blank for example to make it neutral or assign it to PlyrCreeps to make it aggressive (Stygs/Chriz reported that he encountered some errors doing the later - you might have to spend some time on debugging).

Oh and also, is it possible for a support power (Shockwave Artillery, Bloodhounds, Vapor Bomb, etc, etc) to have multiple prerequisites or is it slaved to 1 structure? I want to make the Sharpshooter team require that an Airfield be constructed in addition to the Tech Center.

Just add a <GameDependency/> to the special power. Take a look at the bombardment special ability and the SummonMothership special ability for samples of using objectfilters respectively requiredobjects & required-/forbiddenupgrades (I´d suggest using an objectfilter in your case).

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#26 Mighty BOB!

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Posted 11 March 2008 - 08:22 AM

--Edit-- Never mind. ThunderX86 helped me out over at cncmods.net. The solution was to textedit the .w3x files and change the FXShader segments <Float Name="TexCoordTransform_0"> and change the corresponding values in those sections. I'll update with screenshots later. ^_^

--Edit2-- Screenshots :sad: (Texture still lacks an alpha channel):
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--Edit3-Africa is soo purtyful when the texture has an alpha channel:
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New question: I've begun a process of making a full Earth texture for the game's menu models to replace EA's "North & South America only" texture. Is it possible to tell the game to distort the texture in a certain way? I'd like to tell the game to stretch the texture by twice the width horizontally because it gets squashed by half due to the way the UVs are laid out on the Earth model as seen in this screenshot:

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Unfortunately a regular Texture doesn't support Dimensions, Coords, or TextureDimensions. Only OnDemandTextures and PackedTextureImages do. I tried using a PackedTextureImage that was referenced with the texture's name but no surprise, that didn't work.

The only other alternative is adjusting the UVmap of the current ShellEarth models (harder) or creating a new model (easier), but I don't think I would be capable of replicating the surface/lighting/shader effects of the current models for lack of experience.

Edited by Mighty BOB!, 15 March 2008 - 03:59 AM.

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#27 Mighty BOB!

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Posted 26 March 2008 - 11:24 PM

Updates. The green surface texture is essentially complete:

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#28 Phil

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Posted 26 March 2008 - 11:27 PM

That's not half bad actually. Although I'm not totally sure if the average player made out a difference just by himself.

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#29 Mighty BOB!

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Posted 27 March 2008 - 12:06 AM

I'm OCD when it comes to these sorts of details so I don't care if the average player notices. :wink_new:
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#30 Mighty BOB!

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Posted 29 March 2009 - 02:57 AM

Bumping this for great justice!

Does anyone know what the shortcut parameters are to start the game as version 1.x instead of 1.9? (That is, a shortcut on the desktop to CNC3.exe, not a shortcut to launch a mod in My Documents.) Golan answered this one. " -runver 1.x"

Does anyone know what snippet of code EA changed between v1.0 and v1.x that made the GDI Sonic Emitter's weapon do no damage to Tiberium?

Edited by Mighty BOB!, 29 March 2009 - 09:42 PM.

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#31 Mighty BOB!

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Posted 30 March 2009 - 09:46 AM

I'm trying to make a crate that disables the player's radar when they collect it. Only for the player that collects the crate.

Can I use an InformationWarfareNugget with a RadarJamRadius/Duration like in the Nod radar jamming power in any old ordinary weapon?
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