Chriz
Volcano Citizen-
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Congratulations for "finding out" and "sharing" something that Lauren aka Asuka allready developed and described last year <_< Posting & Instructions I also know that Bibber was well aware of that, which in return makes me wonder what exactly your contribution in this "discovery" was? :blink:
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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...
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*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...
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theres a mistake in the list: Its ShroudClearBehavior, not ShroudClearBehaviorUpdate. And it works just fine ingame, it reveals the entire map. ;)
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Simply use RandomModelConditions :lol: http://cnc3.net/item-152?addview
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i know 88s dont use HE, but if you force fire on the ground, there no explosion, no sound or particle systems which is kinda odd :S And i can see the icon, buts its always kinda grey, even if i can build one (no real bug since it works fine, but its just irritating and doesent blend with the other icons)
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-Hs-129 sould have an ammo display so you can see how much ammo they have left (like the Go-299) -German Airfield needs an other build Icon (its always grey, so its hard to see if you can build it or not) -88mm AA guns have no gfx if they hit something (they do damge, but thers no explosion) -88mm AA gun muzzle flash has a black outline if they attack airtargets
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smoke granades have the same hotkey as the stop button. No real bug, but kinda annoying.
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I doubt Yotta is german. He once had some german sentences in his signature which sounded more like a Babel Fish translation (that, or Yottta never finished primary school. probably both ;) ) @ Yotta You know thats wikipedia is no reliable source, do you? Every idiot can edit it, so i wouldnt use it as a source for such important topics....
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V0.49 Bug Reporting
Chriz replied to Count von Phoib's topic in Blitzkrieg II: The Finest Hour Support
I have a strange bug with my Me-262s, they didnt seem to get repaired at airfield. Its also impossible to use force fire with a Hetzer... -
Question: Do You Want A New Skirmish AI?
Chriz replied to DaRkAlEx's topic in Blitzkrieg II: The Finest Hour
hmm, that are quite few people for such a big mod.... ^^ btw, the german/soviet ai seems to work good one some maps, but the allieds always seems to act very stupid.... :unsure: