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#1 KARIM

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Posted 01 January 2009 - 10:25 AM

hi every one
i make my first mod and i want to know where is the location of the reload time of vertigo bomber bomb i mean the time to recharge bombs
second i make the corrupter flame fire with the weapon of black hand and i want it to flame like flame tank but still something wrong i don't know it see the attachment files
who can help me in this send a reply to me
and many thanks to all of you

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#2 CommieDog

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Posted 05 January 2009 - 05:57 AM

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?
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#3 KARIM

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Posted 06 January 2009 - 10:47 AM

thanks for your response
i try to copy the flame tank code but i have a problem in firing because the flame tank is a turret but the corrupter isn't
if you know a solution to the code of the flame tank tell me because i try this many times
thanks again

#4 CommieDog

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Posted 07 January 2009 - 03:55 AM

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

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Posted 07 January 2009 - 01:24 PM

i know this but i make my mod with tibed2 i add Template="NODFlameTankFlamer" /> only it fires sound but no animation
i try to add all weapon set update the program didn't accept it
tell me what can i do specificly because i can't handle this weapon alone i handle many weapons but this i can't
thanks for your help

Edited by KARIM, 07 January 2009 - 01:28 PM.


#6 Golan

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Posted 08 January 2009 - 10:19 AM

The FlameTank´s attack FX is handled by the units Draw module, not the weapon. In NODFlameTank.xml, you can find two additional Draw modules called ModuleTag_DrawLeftFX and ModuleTag_DrawRightFX. Copy one of those to the Corrupter, change the FXFIRER or FXFIREL Bone reference to FX_WEAPON_01 and completely remove the StreamDraw module from the Corrupter.

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#7 KARIM

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Posted 09 January 2009 - 04:20 AM

thanks a lot for helping me in this .
i want to ask something where i can edit to make the factions starts skirmish with units i'am using tibed2
thanks again

#8 Golan

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Posted 09 January 2009 - 11:40 AM

Edit PlayerTemplate.ini and add starting units as "StartingUnit# = [Unit ID]" to the playertemplate of the factions:
PlayerTemplate FactionGDI
	Side						  = GDI
	PlayableSide				  = Yes
	StartMoney					= 0
	MaxLevelMP					= 32
	MaxLevelSP					= 78;80
	PreferredColor				= R:253 G:118 B:2
	PreferredCampaignRadarColor	= R:0 G:0 B:255
	StartingBuilding			= GDIConstructionYard	
	StartingUnit0	 			= GDITitan
	StartingUnit1	 			= GDITitan
	StartingUnit2	 			= GDITitan
	StartingUnit3	 			= GDITitan
	StartingUnit4	 			= GDITitan
	PurchaseScienceCommandSet	= GoodSpellStoreCommandSet
	PurchaseScienceCommandSetMP	= MenSpellStoreCommandSet
	DisplayName					= INI:FactionGDI
	DefaultPlayerAIType			= MenSkirmishAI
	BeaconName					= MultiplayerBeacon
	LoadScreenMusic				= TEMP_RAM_Music360_LoadScreen
	SkirmishMPVictoryMusic		= CNC3_SUCCESS
	SkirmishMPDefeatMusic		= CNC3_FAILURE	
	IntelDBMusic				= Music_BaseBuilding_Blue
	InitialUpgrades				= Upgrade_GDIFaction
	ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
	ResourceModifierValues		= 100 100 100 100 100 100 95 90 85 80 75 71 68 66
	MoneyCapSP					= 3000
	MoneyCapMP					= 3000
	SpellBook					= PlayerSpellBook
	SpellBookMp					= PlayerSpellBook
End

AFAIK you can have up to 10 starting units per faction (0-9).

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#9 KARIM

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Posted 11 January 2009 - 05:28 PM

thank you for answering me
i have two question first i want to know where is the value of the repair radius around the war factory and air towers
second i enlarge the radius of vertigo mini gun but i have a problem when i attack an air target they attack it but not in a circle like original game they go away a little after the target where i can manage this and i want to ask something what is the invader fighter i think it is the fighter from planetary assault ship
i hope you answer me in this because i will finish my mod finaly i work on it three month and i hope to all players to enjoy with it thanks again

Edited by KARIM, 11 January 2009 - 05:37 PM.


#10 Golan

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Posted 11 January 2009 - 09:49 PM

The repair radius is handled by the repair drones´ LeashRange. Add this code to a repair drone´s Behaviors to change it:
<SlavedUpdate
				id="ModuleTag_SlavedUpdate"
				xai:joinAction="Replace"
				LeashRange="150"
				GuardMaxRange="150"
				GuardWanderRange="50"
				AttackRange="0"
				UseSlaverAsControlForEvaObjectSightedEvents="false" />

---------------
That´s the standard targeting behavior, you can´t really change it. The original Vertigoes just circle so closely as they reach their max distance much faster and thus turn almost constantly.
---------------
Yeah, the AlienInvaderFighter is the fighter drone of the PAC.

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#11 KARIM

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Posted 12 January 2009 - 12:04 AM

thanks for your care about my questions
i want to know two important things
first i want to make that every unit in the game when killed earn money can you help me in this
second i want to know how i can make an upgrade step by step because i have the codes but the tibed2 not contains all xml files and the upgrade details exist in many xml files and places like player template that you told me i found it in modsdk files not tibed2 if you can help me in this i will be grateful to you
thats nice that i have a person like you helping me in this codes

#12 Phil

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Posted 12 January 2009 - 09:56 PM

I've actually written a step-by-step tutorial on adding new upgrades on the main site a long time ago.

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#13 KARIM

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Posted 12 January 2009 - 10:31 PM

thanks for quick responding
thanks for this tutorial but i want too if it possible that every unit when killed earn money

#14 KARIM

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Posted 15 January 2009 - 08:36 PM

good day to all
i add the code of the repair drones to my repair drone but i got error that the mod can't compile what is wrong
plz see attach file

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#15 Phil

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Posted 15 January 2009 - 08:55 PM

Well, what does the compiler error message say?

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#16 KARIM

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Posted 15 January 2009 - 09:06 PM

something went wrong while building your mod
"bad xml unexpected slave update in passive area effect behaviorsmodule data"

#17 CommieDog

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Posted 17 January 2009 - 04:04 PM

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.
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#18 KARIM

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Posted 17 January 2009 - 07:42 PM

i move it but it can't be saved it say that i have error in line ... column ....
what can i do to fix this problem

#19 Golan

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Posted 18 January 2009 - 08:46 AM

You probably just made another formating error when trying to fix the first one. Attach the code/file so that we can check it.

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#20 KARIM

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Posted 18 January 2009 - 09:38 AM

i add the file when i talk with you for the first time .
can you handle this code and attach me the file because i try to place the code you told me in many places but i got errors
i want to ask you about handle flamer tank flamer in GDI watch tower where i can put the draw of the fire there is the spotdraw and gun draw where exactly i put the code .
thanks for your answer

Edited by KARIM, 18 January 2009 - 09:40 AM.





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