flyby 0 Report post Posted November 28, 2007 I just went through the list of behavior modules found in the shema's and compared them with what can be found ingame. Green tags are modules that are used, red ones are not used. The issue now is to find out if those red ones are functional or not, or put in an other way : if the code is either dormant, but usable or simply not working because parts have been removed or because they're left overs from previous games... Use Wordpad by preference... see further down for an update on the list... Share this post Link to post Share on other sites
ravage 0 Report post Posted November 29, 2007 AimWeaponBehavior used by mutantsquad AllowBannerSpawnUpgrade used by Nod militiasquads BannerCarrierUpdate buged ObjectCreationUpgrade not working, damn it StealthUpdate not working,funny :huh: TransportContain not working,can't understand it many of the red ones are used in BFME1/2,but i don't have time to test them all :( Share this post Link to post Share on other sites
flyby 0 Report post Posted November 29, 2007 Well, I noticed yesterday that i took the wrong xml files to compare with it... sigh...Guess that's what you get when you have a cold and your brain is about to shut down... pffff Never the less, most of it will be correct... i'll re-check the list a bit later... Point is that, if this is remotely true (the red ones not working properly) modding cnc3 looks a lot less attractive, code wise...:( added: I've shortened a few of the modules that ended on "behavior" and found a few new ones: AimWeapon (Behavior) BridgeBuilder (Behavior) DistributedMoney (Behavior) FireWeaponWhenDead (Behavior) HelicopterSlowDeath (Behavior) YES!!! Physics (Behavior) PlayerPowerManager (Behavior) behaviorslisting2.rtf Share this post Link to post Share on other sites
Korona 0 Report post Posted November 29, 2007 Stealth is now called "invisibility"... After banging my head against a wall yesterday it seems that it can't be triggered by a player upgrade. However it can be triggered by an object upgrade. gotta whole lotta red, duh du duh du gotta whole lotta red, duh du duh du.... Share this post Link to post Share on other sites
Korona 0 Report post Posted December 1, 2007 Heightdieupdate works (thankfully) This implies that other red ones will work too. Share this post Link to post Share on other sites
Dibelius 0 Report post Posted December 3, 2007 (edited) A helpful list... it's a shame that most obsolete cool stuff doesn't work anymore, tough :( Even such simple simple things like ballistic missiles you don't have a working AI for and no THRUST locomotor type like before. Also parachute, disguise logics are not available anymore. btw: the AutoDepositUpdate seems to be bugged. I straightly copied the Tiberium Spike and only changed the InitialCaptureBonus. I took it over with an engineer but I only got the initial money on capturing, nothing more then :blink: Edited December 3, 2007 by Dibelius Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted December 4, 2007 Check if you need silo's. Share this post Link to post Share on other sites
Dibelius 0 Report post Posted December 4, 2007 Check if you need silo's. oh. lol :lol: thought it counts as "extra" money not that stored in silos. thx Share this post Link to post Share on other sites
ravage 0 Report post Posted December 5, 2007 Bad news: ShowsAmmoPips not working anymore. only weapons with AutoReloadsClip="RETURN_TO_BASE" will display AmmoPips. WTH ea thinking?!! VisionSide & VisionRear not working too...:( Share this post Link to post Share on other sites
Chriz 0 Report post Posted December 14, 2007 theres a mistake in the list: Its ShroudClearBehavior, not ShroudClearBehaviorUpdate. And it works just fine ingame, it reveals the entire map. ;) Share this post Link to post Share on other sites
flyby 0 Report post Posted December 14, 2007 thnx for the info. "ShroudClearBehavior" is not used in the game, but if you say it is working, then it's a dormant module... good ! Share this post Link to post Share on other sites
Chriz 0 Report post Posted January 16, 2008 (edited) *bump* EvacuateDamage/EvacuateDamageModuleData work if you add it into AssetTypeGameObject.xsd. It allows you to force troops to leave an occupied building if hit by a specefic weapon (a bit like bunker buster). Unlucky, it need to be added to the building itsself... CostModifierUpgrade/CostModifierUpgradeModuleData also works, giving yo a discount for units/upgrades if you build a certain ammount of objects. Although I have to admit that I dont unterstand how the values work, "10%" increased the predator price to 12100.... EDIt. forget the last senctence, it works just fine now... Edited January 16, 2008 by Chriz Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted January 16, 2008 *bump* EvacuateDamage/EvacuateDamageModuleData work if you add it into AssetTypeGameObject.xsd. How do you do that? Share this post Link to post Share on other sites
Chriz 0 Report post Posted January 17, 2008 (edited) Some modules/behauviors are included in the schemas and even work ingame, but arn't read by the compiler. Its quite easy to fix: Open AssetTypeGameObject.xsd (remove write protection) and add (for exampl): <xs:element name="EvacuateDamage" type="EvacuateDamageModuleData" /> under the <xs:choice minOccurs="0" maxOccurs="unbounded"> entry. Save it and your done. Now the xompiler will recognise the EvacuateDamage module in your xml files and connect it with the EvacuateDamageModuleData. EvacuateDamage => name used for the xml module, afaik its also hardcoded (needs a bit testing to find the right name (or simply open the cnc3.dat with a texteditor and search for it :lol: )). EvacuateDamageModuleData => name from EvacuateDamage.xsd Save and your done. Now the compiler will recongnise the EvacuateDamage module in your xml files and connect it with the EvacuateDamageModuleData. Heres an example, I tried it some hours ago (after edditing AssetTypeGameObject.xsd): <EvacuateDamage id="ModuleTag_EvacuateDamage" WeaponThatCausesEvacuation="GDIRifleSoldierRifle" /> Give it to an APC, put some troops in and start shooting at it with some GDI soldier - the troops will kicked out of the APC instandly. Sorry für die Schreibfehler, bin englisch nicht mehr so gewohnt... Edited January 17, 2008 by Chriz Share this post Link to post Share on other sites
ironduke57 0 Report post Posted January 17, 2008 ... Sorry für die Schreibfehler, bin englisch nicht mehr so gewohnt... In der Google Toolbar ist ne Rechtschreibprüfung drin. Ist meist ganz praktisch/hilfreich. :) MFG/Regards, ironduke57 Share this post Link to post Share on other sites
jonwil 0 Report post Posted January 17, 2008 Interesting to know that there are modules that get compiled by the compiler and work in game if you add them to the .xsd file. Will have to delve into the compiler and game code and see if there are other such modules somewhere. Share this post Link to post Share on other sites