Predevelopment Release 1
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Predevelopment Release 1
After some prodding from Naraku, I have enough work done to release it. You can download it here: http://www.filefront.com/16026797/ModConceptRelease1.zip. Note that the download contains both the source code and the compiled BIG file. To install it, all you need to do is copy the CnC4Remake folder into your [Documents]\Command & Conquer 3 Tiberium Wars\mods\ folder.
Basically, this release has the GDI Offense class with redeployable structures, a tech upgrade puchaseable in the structure tab, and the Shield Redeemer unit buildable from the stardard War Factory.
Basically, this release has the GDI Offense class with redeployable structures, a tech upgrade puchaseable in the structure tab, and the Shield Redeemer unit buildable from the stardard War Factory.
CommieDog- Posts : 14
Join date : 2010-03-21
Location : Alaska
Re: Predevelopment Release 1
lmao a moving barracks
also, about the ability, I was thinking that the shield is automatically deployed where the unit is at, and that the shield moves with the unit, and that the units inside can still fire from inside of the shield
also, about the ability, I was thinking that the shield is automatically deployed where the unit is at, and that the shield moves with the unit, and that the units inside can still fire from inside of the shield
Naraku- Posts : 222
Join date : 2010-02-15
Re: Predevelopment Release 1
that is funny.
BTW, I thought I would point out, for some reason, the refinery is messed up, so even if I have one, the WF can't build harvestors. Might want to look at the dependencies.
Also, if you want, I can give you the code I used to make the special abilities buy units, useful if you want the mobile MCV to be able to produce units. (But you'll only be able to build three types, since it uses the special ability slots down the bottom right of the screen.
BTW, I thought I would point out, for some reason, the refinery is messed up, so even if I have one, the WF can't build harvestors. Might want to look at the dependencies.
Also, if you want, I can give you the code I used to make the special abilities buy units, useful if you want the mobile MCV to be able to produce units. (But you'll only be able to build three types, since it uses the special ability slots down the bottom right of the screen.
SEA-106- Posts : 20
Join date : 2010-03-31
Re: Predevelopment Release 1
I thought I fixed it so that shielded units can attack. I'll take another look at it.Naraku wrote:also, about the ability, I was thinking that the shield is automatically deployed where the unit is at, and that the shield moves with the unit, and that the units inside can still fire from inside of the shield
I wasn't too concerned with making old units work with the new system. They'll be replaced by new units soon enough.SEA-106 wrote:BTW, I thought I would point out, for some reason, the refinery is messed up, so even if I have one, the WF can't build harvestors. Might want to look at the dependencies.
Since the plan calls for Refineries to build Harvesters, that could be useful.SEA-106 wrote:Also, if you want, I can give you the code I used to make the special abilities buy units, useful if you want the mobile MCV to be able to produce units. (But you'll only be able to build three types, since it uses the special ability slots down the bottom right of the screen.
CommieDog- Posts : 14
Join date : 2010-03-21
Location : Alaska
Re: Predevelopment Release 1
Ok, here's what I did to make the GDI MCV build a pitbull, obviously you'll have to edit it a bit. The only real downside is that there is no build time, only a cooldown afterwards.
This first bit of code is what is in the behaviours area of the unit.
Then, outside the unit, are these assets.
the OCL (object creation list) is what actually creates the unit, and it places it at the offset indicated.
note that I don't have the logiccommandset or unitabilitybuttontemplate here, as you should be able to handle that rather easily.
This first bit of code is what is in the behaviours area of the unit.
- Code:
<OCLSpecialPower
id="SpecialPower_PitbullSpecial"
SpecialPowerTemplate="SpecialPowerPitbullSpecial"
UpdateModuleStartsAttack="true"
OCL="OCL_PitbullSpecial"
CreateLocation="USE_OWNER_OBJECT" />
<SpecialAbilityUpdate
id="SpecialPower_PitbullSpecialUpdate"
SpecialPowerTemplate="SpecialPowerPitbullSpecial"
PreparationTime="0s" />
Then, outside the unit, are these assets.
- Code:
<SpecialPowerTemplate
id="SpecialPowerPitbullSpecial"
ReloadTime="20s"
Money="-700"
TargetType="NONE"
RestrictionType="1"
NameOfVoiceNameToUseAsInitiateIntendToDoVoice="InitiateMoveToPositionAndEvacuate">
</SpecialPowerTemplate>
<ObjectCreationList
id="OCL_PitbullSpecial">
<CreateObject
Options="IGNORE_ALL_OBJECTS DONT_SET_PRODUCER"
Disposition="ON_GROUND_ALIGNED"
CreateFX="FX_CrawlerSpecial">
<Offset
x="20.0"
y="-80.0"
z="0.0"></Offset>
<CreateObject>GDIPitbull</CreateObject>
</CreateObject>
</ObjectCreationList>
<LogicCommand
Type="SPECIAL_POWER"
id="Command_PitbullSpecial">
<SpecialPower>SpecialPowerPitbullSpecial</SpecialPower>
</LogicCommand>
the OCL (object creation list) is what actually creates the unit, and it places it at the offset indicated.
note that I don't have the logiccommandset or unitabilitybuttontemplate here, as you should be able to handle that rather easily.
SEA-106- Posts : 20
Join date : 2010-03-31
Re: Predevelopment Release 1
I am not a big computer person, how do I open the mod?
BobbyFrankyJim- Posts : 63
Join date : 2010-02-13
Re: Predevelopment Release 1
Put the CnC4Remake folder, containing the .big and .skudef file, in your Command & Conquer 2 Tiberium Wars/mods folder, which should be in your My Documents folder.
SEA-106- Posts : 20
Join date : 2010-03-31
Re: Predevelopment Release 1
That's how you install the mod. Then you have to start the game browser, click on the mods tab, and select the CnC4Remake option in the list.
CommieDog- Posts : 14
Join date : 2010-03-21
Location : Alaska
Re: Predevelopment Release 1
OK couple things.
1) obvious lack of art aside, I assume that you're using MCV code to allow buildings to pack up and redeploy? Solid concept.
2) every time the refinery redeploys, you get a new harvester. I ended up un/re deploying my ref like 100 times and swarming my enemy with 100 harvesters. What an ignoble way to die. Is there an easy coding fix for this, like a limit on how many times the unit spawns?
3) other than that looks like solid proof of concept. Looks like everything's gonna work out well.
1) obvious lack of art aside, I assume that you're using MCV code to allow buildings to pack up and redeploy? Solid concept.
2) every time the refinery redeploys, you get a new harvester. I ended up un/re deploying my ref like 100 times and swarming my enemy with 100 harvesters. What an ignoble way to die. Is there an easy coding fix for this, like a limit on how many times the unit spawns?
3) other than that looks like solid proof of concept. Looks like everything's gonna work out well.
j0shh- Posts : 14
Join date : 2010-03-27
Age : 31
Location : Rochester, Minnesota
Re: Predevelopment Release 1
Mind you, this isn't supposed to really be playable. The bug should be easily fixable, but I'm too lazy to do it now.
CommieDog- Posts : 14
Join date : 2010-03-21
Location : Alaska
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