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Ignore EMP blasts


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#1 Codiah

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Posted 29 September 2010 - 10:00 AM

Well I'm back again with another snag in my modding progress, I've been searching for a way to have a unit with the ability to ignore EMP blast... But I can't figure out how to make that happen and the internet has failed me in my hour long search for answers. So I turn to the amazing people here at Revora forums for help and guidance.

any suggestions??

I should also add that I'm trying to make this an upgrade from a tech center...


example... (A regular mammoth tank, then upgrade it from a tech center and mammoth tanks can no longer be shut down my EMP blast)

Edited by Codiah, 29 September 2010 - 10:02 AM.


#2 Madin

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Posted 29 September 2010 - 05:55 PM

Well I'm back again with another snag in my modding progress, I've been searching for a way to have a unit with the ability to ignore EMP blast... But I can't figure out how to make that happen and the internet has failed me in my hour long search for answers. So I turn to the amazing people here at Revora forums for help and guidance.

any suggestions??

I should also add that I'm trying to make this an upgrade from a tech center...


example... (A regular mammoth tank, then upgrade it from a tech center and mammoth tanks can no longer be shut down my EMP blast)

I know you like to work things out after having a pointer.
If you cheack the 'AssetTypeatrributeModifer .xsd' (C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Schemas\xsd) you'll see that it has a 'RESIST_EMP' attribute type.
So your tech center upgrade needs to add a new attribute modifier upgrade to the Mammoth that has a RESIST_EMP:100%

There are several infantry squads that get an Attribute modifier upgrade has a result of an upgrade done at an infantry tech center, so you should have no problems working it out.

Any trouble and I'll provide some code for you.

#3 Codiah

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Posted 30 September 2010 - 02:39 PM

That sounds like a tip in the right direction for me, I'm sure I can figure it out from there. but wont get a chance to till after work... let you know how it goes later this evening.

#4 Codiah

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Posted 01 October 2010 - 09:47 AM

Ok, so i figured it out in a round-about way.. actually took me a bit because i neglected to notice the file looking me right in the face called attributemodifier.xml

If anyone else is looking for this info the best thing I can say is to take a look at the GDIZoneTrooperSquad.xml specifically the lines where it states..

<AttributeModifierUpgrade
				id="Upgrade_ScannerPack_02"
				AttributeModifier="ZoneTrooper_ScannerPack">
				<TriggeredBy>Upgrade_ZoneTrooperScannerPack</TriggeredBy>
			</AttributeModifierUpgrade>

this in conjunction with the listing in AttributeModifiers.XML under GlobalData, and the AssetTypeAttributeModifier.xsd in the Mod SDK\Schemas\xsd folder.


should be enough to get you squared away...


and thanks again Madin




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