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Ominus

Volcano Citizen
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About Ominus

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  1. Ominus

    Tiberium Spreading Tank

    Yeah, it would probably only be good for campaign uses, lets say nod wanted to destroy a blue zone by implementing tiberium diggers(wich would deploy into structures that are tiberium fields). I bet GDI would be pissed :D I wonder if custom campaigns are possible in c&c3.
  2. So i got this crazy idea while trying to fall asleep last night, so today i tried it out and here are the results of my Tiberium spreading tank (need to think of a better name) Don't mind the disappearing HUD and tank, my current program for screenshots has a problem registering them :lol: It's still a WIP but it works! :D Basically the tank creates a new tiberium field every 10 seconds by using my modified tiberium crystal to make it then spread into a field. I also noticed there is a maximum amount of data i can upload so I'll repost the pictures later
  3. Ominus

    Tiberium Crawling Mod ?

    no, but it will stop to spread, although i didn't harvest them i destroyed them with the flame tank :D
  4. Ominus

    Super Hero Dating Quiz!

    My Super Hero Lover is Lyja 66.4% Match Lyja is from out of town...way out of town. Lyja has definitely been around the block...and the galaxy. With her shape-shifting abilities, she can give you a night you'll never forget. Hope you like the color green. Other Close Matches: Psylocke Psylocke (58%) Scarlet Witch Scarlet Witch (57.4%) hmmm, i wonder if i could get all three at once...
  5. Ominus

    The Earth Is Flat!

    Of course that was fake. If that was a real conversation the universe would implode on itself and start from the beginning which would confirm the theory of the big bang, thus confirming that you could be your own father if you had a time machine. :wacko: :blink: :wacko:
  6. Ominus

    So Our Ex President Has Died

    Damn it! The best thing that ever happened to our country is now gone... :(
  7. Ominus

    Moneybookers

    I've been using moneybookers for about 4 years now and had no problems with them, the only problem is that not many stores and such use it as a payment method In a way its safer than paypal as they wont take money from your bank account if theres not enough of it on your account to complete a payment. I think its easier to cancel a payment as well although i never had such problems.
  8. Ominus

    Tiberium Crawling Mod ?

    It harvests ok, only problem with the fields is that nothing can stop them from growing, no walls or mountains or anything heh, it will grow where ever it can. As for the seed missile the harvesters won't automatically harvest the initial tiberium before it starts spreading. I'm thinking of another way to make it but that would probably make the harvest bug. I'll try it anyway. As for how i made that, it was pretty simple, i just edited the tiberium field propertys, increasing the radius as much as the game would allow me and other things, the fields can literary have 999999999 credits when fully grown ^_^ The seed missile was a bit different, had to make a new tiberium crystal that would be created from the missile, after that, the tiberium would grow around the initial seed, so basically i made a new tiberium crystal that doesn't spread it self but rather spreads the same crystals that the fields do.
  9. Ominus

    New Faction Conyard Problem

    I don't get it, it works now :huh: it seems something was wrong with the structure name. Although i didn't see any problems i copy pasted it form my conyards id name and now it works . Maybe the letters are case sensitive? even though i didn't see a problem i could have easily written the wrong letter in upper case. I'll make a new faction a few more times to make sure i don't make stupid mistakes in there again. :wacko: Thanks for the help everyone
  10. Ominus

    Tiberium Crawling Mod ?

    wut? But it is true it only works best with new maps The Nod Seed missile now working properly, if you can call it that it's a messy process The tiberium fields now spread quite far, works on some maps and all self made maps (at least on my maps)
  11. Ominus

    New Faction Conyard Problem

    here it is Building Mod Data... Command Line: D:\Games\Command & Conquer 3\MOD SDK\Mods\mutants\data\mod.xml /od :D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /iod:D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /ls:true /gui:false /UsePrecompiled:true /vf:true Command Line: D:\Games\Command & Conquer 3\MOD SDK\Mods\mutants\data\mod.xml /od :D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /iod:D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /ls:true /gui:false /UsePrecompiled:true /vf:true BinaryAssetBuilder started Cached session data not available. Session cache age is 0 days, 0 hours, 0 minutes. Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\mod.xml'. Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\mutant\ve hicles\mutantmcv.xml'. Error: Input file 'art:gumcv_skn.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). T reating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_skn.w3x'. Error: Input file 'art:gumcvupak_sn.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml) . Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_sn.w3x'. Error: Input file 'art:gumcvupak_an.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml) . Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_an.w3x'. Error: Input file 'art:gumcv_blda.w3x' not found (referenced from file://d:\game s\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_blda.w3x'. Error: Input file 'art:gumcvr_skn.w3x' not found (referenced from file://d:\game s\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvr_skn.w3x'. Error: Input file 'art:gumcv_fp.w3x' not found (referenced from file://d:\games\ command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). Tr eating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_fp.w3x'. Error: Input file 'art:gumamm_fx.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). T reating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumamm_fx.w3x'. Loading 'file://d:\games\command & conquer 3\mod sdk\cnc3xml\baseobjects\baseveh icle.xml'. basevehicle.xml: Compiling GameObject:BaseVehicle [942fff2d:3f48438d] mutantmcv.xml: Compiling GameObject:MutantMCV [942fff2d:42f37e16] Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\mutant\st ructures\mutantconstructionyard.xml'. Error: Input file 'art:gbconyard.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstruct ionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyard.w3x'. Error: Input file 'art:gbconyardd2_sn.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd2_sn.w3x'. Error: Input file 'art:gbconyardd2_an.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd2_an.w3x'. Error: Input file 'art:gbconyardd3_sn.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd3_sn.w3x'. Error: Input file 'art:gbconyardd3_an.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd3_an.w3x'. Error: Input file 'art:gbconyardx_skn.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardx_skn.w3x'. Error: Input file 'art:gbconyardx_d3.w3x' not found (referenced from file://d:\g ames\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconst ructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardx_d3.w3x'. Error: Input file 'art:gbconyardx_idl.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardx_idl.w3x'. Error: Input file 'art:gumcv_skn.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstruct ionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_skn.w3x'. Error: Input file 'art:gumcv_pak.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstruct ionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_pak.w3x'. Loading 'file://d:\games\command & conquer 3\mod sdk\cnc3xml\globaldata\globalde fines.xml'. Error: Input file 'art:gumcvupak_sn.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstr uctionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_sn.w3x'. Error: Input file 'art:gumcvupak_an.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstr uctionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_an.w3x'. Loading 'file://d:\games\command & conquer 3\mod sdk\cnc3xml\baseobjects\basestr ucture.xml'. basestructure.xml: Compiling GameObject:BaseStructure [942fff2d:4efbce1c] mutantconstructionyard.xml: Compiling GameObject:MutantConstructionYard [942fff2 d:657aa430] Error: GameObject MutantConstructionYard has an unnamed module StructureUnpackUp date in file d:\games\command & conquer 3\mod sdk\mods\mutants\data\mutant\struc tures\mutantconstructionyard.xml Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\multiplay ercolors.xml'. multiplayercolors.xml: Compiling MultiplayerColor:ColorGold [8e28081d:a08a65d7] multiplayercolors.xml: Compiling MultiplayerColor:ColorRed [8e28081d:48ae354e] multiplayercolors.xml: Compiling MultiplayerColor:ColorBlue [8e28081d:f58b1903] multiplayercolors.xml: Compiling MultiplayerColor:ColorGreen [8e28081d:a1b9506c] multiplayercolors.xml: Compiling MultiplayerColor:ColorOrange [8e28081d:45f9e773 ] multiplayercolors.xml: Compiling MultiplayerColor:ColorSkyBlue [8e28081d:d530647 8] multiplayercolors.xml: Compiling MultiplayerColor:ColorPurple [8e28081d:03588c3e ] multiplayercolors.xml: Compiling MultiplayerColor:ColorPink [8e28081d:e8437c4c] multiplayercolors.xml: Compiling MultiplayerColor:ColorBlack [8e28081d:72bb2da8] multiplayercolors.xml: Compiling MultiplayerColor:ColorWhite [8e28081d:8445f628] Resolving references: mods\mutants\data\mod Generating stream: mods\mutants\data\mod Regenerating manifest. Slow asset clean-up (expected: 14, actual: 92, old: 0, current: 14) Slow custom data clean-up (expected: 0, actual: 3, old asset count: 0) mods\mutants\data\mod Linking binary data mods\mutants\data\mod Linking import data mods\mutants\data\mod Linking relocation data mods\mutants\data\mod Stream complete Cached session data not available. Session cache age is 0 days, 0 hours, 0 minutes. Loading 'file://d:\games\command & conquer 3\mod sdk\builtmods\stringhashes.xml' . stringhashes.xml: Compiling StringHashTable:TheStringTable [11e5cf64:f0b88fb1] Resolving references: builtmods\stringhashes Generating stream: builtmods\stringhashes Regenerating manifest. Slow asset clean-up (expected: 1, actual: 2, old: 0, current: 1) builtmods\stringhashes Linking binary data builtmods\stringhashes Linking import data builtmods\stringhashes Linking relocation data builtmods\stringhashes Stream complete BinaryAssetBuilder complete Building Low LOD... Command Line: D:\Games\Command & Conquer 3\MOD SDK\Mods\mutants\data\mod.xml /od :D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /iod:D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /ls:true /gui:false /UsePrecompiled:true /vf:true /bcn:LowLO D /bps:D:\Games\Command & Conquer 3\MOD SDK\BuiltMods\mods\mutants\data\mod.mani fest Command Line: D:\Games\Command & Conquer 3\MOD SDK\Mods\mutants\data\mod.xml /od :D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /iod:D:\Games\Command & Conquer 3\MOD SDK\BuiltMods /ls:true /gui:false /UsePrecompiled:true /vf:true /bcn:LowLO D /bps:D:\Games\Command & Conquer 3\MOD SDK\BuiltMods\mods\mutants\data\mod.mani fest BinaryAssetBuilder started Cached session data not available. Session cache age is 0 days, 0 hours, 0 minutes. Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\mod.xml'. Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\mutant\ve hicles\mutantmcv.xml'. Error: Input file 'art:gumcv_skn.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). T reating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_skn.w3x'. Error: Input file 'art:gumcvupak_sn.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml) . Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_sn.w3x'. Error: Input file 'art:gumcvupak_an.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml) . Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_an.w3x'. Error: Input file 'art:gumcv_blda.w3x' not found (referenced from file://d:\game s\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_blda.w3x'. Error: Input file 'art:gumcvr_skn.w3x' not found (referenced from file://d:\game s\command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvr_skn.w3x'. Error: Input file 'art:gumcv_fp.w3x' not found (referenced from file://d:\games\ command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). Tr eating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_fp.w3x'. Error: Input file 'art:gumamm_fx.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\vehicles\mutantmcv.xml). T reating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumamm_fx.w3x'. Loading 'file://d:\games\command & conquer 3\mod sdk\cnc3xml\baseobjects\baseveh icle.xml'. basevehicle.xml: Compiling GameObject:BaseVehicle [942fff2d:3f48438d] Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\mutant\st ructures\mutantconstructionyard.xml'. Error: Input file 'art:gbconyard.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstruct ionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyard.w3x'. Error: Input file 'art:gbconyardd2_sn.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd2_sn.w3x'. Error: Input file 'art:gbconyardd2_an.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd2_an.w3x'. Error: Input file 'art:gbconyardd3_sn.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd3_sn.w3x'. Error: Input file 'art:gbconyardd3_an.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardd3_an.w3x'. Error: Input file 'art:gbconyardx_skn.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardx_skn.w3x'. Error: Input file 'art:gbconyardx_d3.w3x' not found (referenced from file://d:\g ames\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconst ructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardx_d3.w3x'. Error: Input file 'art:gbconyardx_idl.w3x' not found (referenced from file://d:\ games\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantcons tructionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gb\gbconyardx_idl.w3x'. Error: Input file 'art:gumcv_skn.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstruct ionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_skn.w3x'. Error: Input file 'art:gumcv_pak.w3x' not found (referenced from file://d:\games \command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstruct ionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcv_pak.w3x'. Loading 'file://d:\games\command & conquer 3\mod sdk\cnc3xml\globaldata\globalde fines.xml'. Error: Input file 'art:gumcvupak_sn.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstr uctionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_sn.w3x'. Error: Input file 'art:gumcvupak_an.w3x' not found (referenced from file://d:\ga mes\command & conquer 3\mod sdk\mods\mutants\data\mutant\structures\mutantconstr uctionyard.xml). Treating it as empty. Loading 'file://d:\games\command & conquer 3\mod sdk\art\gu\gumcvupak_an.w3x'. Loading 'file://d:\games\command & conquer 3\mod sdk\cnc3xml\baseobjects\basestr ucture.xml'. basestructure.xml: Compiling GameObject:BaseStructure [942fff2d:4efbce1c] Error: GameObject MutantConstructionYard has an unnamed module StructureUnpackUp date in file d:\games\command & conquer 3\mod sdk\mods\mutants\data\mutant\struc tures\mutantconstructionyard.xml Loading 'file://d:\games\command & conquer 3\mod sdk\mods\mutants\data\multiplay ercolors.xml'. Resolving references: mods\mutants\data\mod Generating stream: mods\mutants\data\mod Regenerating manifest. Slow asset clean-up (expected: 14, actual: 3, old: 0, current: 14) mods\mutants\data\mod Linking binary data mods\mutants\data\mod Linking import data mods\mutants\data\mod Linking relocation data mods\mutants\data\mod Stream complete Cached session data not available. Session cache age is 0 days, 0 hours, 0 minutes. Loading 'file://d:\games\command & conquer 3\mod sdk\builtmods\stringhashes.xml' . stringhashes.xml: Compiling StringHashTable:TheStringTable [11e5cf64:f0b88fb1] Resolving references: builtmods\stringhashes Generating stream: builtmods\stringhashes Regenerating manifest. Slow asset clean-up (expected: 1, actual: 2, old: 0, current: 1) builtmods\stringhashes Linking binary data builtmods\stringhashes Linking import data builtmods\stringhashes Linking relocation data builtmods\stringhashes Stream complete BinaryAssetBuilder complete Copying str file if it exists... 1 file(s) copied. Copying Shaders... D:\Games\Command & Conquer 3\MOD SDK\Shaders\ShaderWritingExample.fx 1 file(s) copied. Creating Mod Big File... Copying built mod... 1 file(s) copied. could this be it? mutantconstructionyard.xml: Compiling GameObject:MutantConstructionYard [942fff2 d:657aa430] Error: GameObject MutantConstructionYard has an unnamed module StructureUnpackUp date in file d:\games\command & conquer 3\mod sdk\mods\mutants\data\mutant\struc tures\mutantconstructionyard.xml
  12. Ominus

    New Faction Conyard Problem

    oh, didn't notice that, although i did have it my sides name before and the same problem occurred,just tried it again and it's the same, maybe it has something against the new side being called Mutant, I'll try and change that to see if theres any difference, I'll also try to use the NOD Conyard code in case the GDI one is perhaps different. Oh yeah, the new faction works fine if i use any of the original conyards as starting buildings. Maybe theres some conflicting code i should remove/edit? Perhaps if anyone knows what the code is for a starting unit instead a starting building i could try it that way. It's strange, i read about the same problem in other forums but no solutions yet. If i ever get it to work I'll write a tutorial about it, I'm certain it would help many new modders
  13. Ominus

    New Faction Conyard Problem

    If you mean in the Mod.xml then yes. mod xml <?xml version="1.0" encoding="UTF-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Tags></Tags> <Includes> <!-- mod.xml is the central include for mod setup data. --> <Include type="reference" source="DATA:static.xml" /> <Include type="reference" source="DATA:global.xml" /> <!--New Vehicles--> <Include type="all" source="DATA:Mutants/Data/Mutant/Vehicles/MutantMCV.xml" /> <!--New Structures--> <Include type="all" source="DATA:Mutants/Data/Mutant/Structures/MutantConstructionYard.xml" /> <!--New Infantry--> <!-- Extra Multiplayer Colors --> <Include type="all" source="DATA:Mutants/Data/MultiplayerColors.xml" /> </Includes> </AssetDeclaration> Conyard <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude"> <Tags></Tags> <Includes> <Include type="all" source="ART:GBConYard.w3x" /> <Include type="all" source="ART:GBConYardD2_SN.w3x" /> <Include type="all" source="ART:GBConYardD2_AN.w3x" /> <Include type="all" source="ART:GBConYardD3_SN.w3x" /> <Include type="all" source="ART:GBConYardD3_AN.w3x" /> <Include type="all" source="ART:GBConYardX_SKN.w3x" /> <Include type="all" source="ART:GBConYardX_D3.w3x" /> <Include type="all" source="ART:GBConYardX_IDL.w3x" /> <Include type="all" source="ART:GUMCV_SKN.w3x" /> <Include type="all" source="ART:GUMCV_PAK.w3x" /> <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" /> <Include type="all" source="ART:GUMCVUPAK_SN.w3x" /> <Include type="all" source="ART:GUMCVUPAK_AN.w3x" /> <!-- Base Object --> <Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" /> </Includes> <GameObject id="MutantConstructionYard" inheritFrom="BaseStructure" SelectPortrait="Portrait_GDIConYard" ButtonImage="Portrait_GDIConYard" Side="GDI" EditorSorting="STRUCTURE" TransportSlotCount="1" BuildCost="3500" BuildTime="25" PlacementViewAngle="315d" CommandSet="GDIConstructionYardCommandSet" EnergyProduction="10" KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS CONSTRUCTION_YARD FS_FACTORY NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER AUTO_RALLYPOINT PROJECT_BUILDABILITY_FOR_ALLIES" RadarPriority="STRUCTURE" CampnessValue="=$CAMPNESS_CONYARD" ProductionQueueType="MAIN_STRUCTURE" BuildPlacementTypeFlag="MAIN_STRUCTURE" EditorName="GDIConstructionYard" Description="Desc:GDIConstructionYard" TypeDescription="Type:GDIConstructionYard"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIConstructionYard</DisplayName> <ArmorSet Armor="GDIConstructionYardArmor" DamageFX="FactionStructureDamageFX" /> <SkirmishAIInformation BaseBuildingLocation="SIDE" /> <Draws> <scriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="GBConYard" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING REALLYDAMAGED"> <Model Name="GUMCVUPAK_SN" /> <Texture Original="GB_Conyard01" New="GB_Conyard01D" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING DAMAGED"> <Model Name="GUMCVUPAK_SN" /> <Texture Original="GB_Conyard01" New="GB_Conyard01D" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING"> <Model Name="GUMCVUPAK_SN" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="GBConYardD2_SN" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="GBConYardD2_SN" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="GBConYardD3_SN" /> </ModelConditionState> <!-- UNPACKING --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING"> <Animation AnimationName="GUMCVUPAK_AN" AnimationMode="ONCE" /> </AnimationState> <!-- DAMAGE ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED" StateName="STATE_Damaged" Flags="START_FRAME_FIRST"> <Animation AnimationName="GBConYardD2_AN" AnimationMode="MANUAL" /> </AnimationState> <!-- REALLY DAMAGED ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" StateName="STATE_ReallyDamaged"> <Animation AnimationName="GBConYardD2_AN" AnimationMode="ONCE" /> <script> Prev = CurDrawablePrevAnimationState(); if Prev == "STATE_Damaged" then CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged") end; </Script> </AnimationState> <!-- DYING ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Animation AnimationName="GBConYardD3_AN" AnimationMode="ONCE" /> <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="Des_Medium" FollowBone="false" /> </AnimationState> <!-- Transitions --> <AnimationState ParseCondStateType="PARSE_TRANSITION" ConditionsYes="TRANS_DamagedToReallyDamaged"> <Animation AnimationName="GBConYardD2_AN" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" ConditionsYes="TRANS_ReallyDamagedToDying"> <Animation AnimationName="GBConYardD3_AN" AnimationMode="ONCE" /> </AnimationState> </ScriptedModelDraw> <!-- DRAW GAG ANIMATION --> <scriptedModelDraw id="ModuleTag_Draw_Gag" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="GBConYardX_SKN" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING"> <Model Name="NBEmpty_ABLD" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING"> <Model Name="NBEmpty_ABLD" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="GBConYardX_SKN" /> <Texture Original="GB_Conyard01" New="GB_Conyard01D" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="GBConYardX_SKN" /> <Texture Original="GB_Conyard01" New="GB_Conyard01D" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="GBConYardX_D3" /> <Texture Original="GB_Conyard01" New="GB_Conyard01D" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT" StateName="STATE_Idle" Flags="RESTART_ANIM_WHEN_COMPLETE DO_NOT_PLAY_WHEN_UNPOWERED"> <Animation AnimationName="GBConYardX_IDL" AnimationMode="ONCE" /> <script> Prev = CurDrawablePrevAnimationState(); if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Bored") end; </Script> </AnimationState> <!-- BUILDUP ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING"> <Animation AnimationName="NBEmpty_ABLD" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING"> <Animation AnimationName="NBEmpty_ABLD" AnimationMode="ONCE" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="0.8" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Animation AnimationName="GBConYardX_D3" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_Bored"> <Animation AnimationName="GBConYardX_IDL" AnimationMode="ONCE" /> </AnimationState> </ScriptedModelDraw> </Draws> <Behaviors> <BuildingBehavior id="ModuleTag_BuildingBehavior" NightWindowObject="LIGHT_01" /> <RadarBehavior id="ModuleTag_RadarBehavior" /> <SlowDeath id="ModuleTag_Death" SinkDelay="3.0s" SinkRate="4.0" DestructionDelay="8.0s"> <Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" /> <DieMuxData DeathTypes="ALL" /> </SlowDeath> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onTransitionToDamaged" FX="FX_BuildDamaged_Large" /> <Event Index="onTransitionToReallyDamaged" FX="FX_BuildDamaged_Large" /> <Event Index="onTransitionToRubble" FX="FX_BuildRubble_Large" /> </FXListBehavior> <StructureUnpackUpdate UnpackTime="0.1s" /> <ProductionUpdate id="ModuleTag_ProductionUpdate" Type="MAIN_STRUCTURE" MaxQueueEntries="1" /> <ProductionUpdate id="ModuleTag_OtherProductionUpdate" Type="OTHER_STRUCTURE" MaxQueueEntries="1" /> <ProductionUpdateInfo id="ModuleTag_ProductionUpdateInfo"/> <QueueProductionExitUpdate id="ModuleTag_QueueProduction" ExitDelay="1"> <UnitCreatePoint x="-3.0" y="0.0" z="0.0" /> <NaturalRallyPoint x="80.0" y="0.0" z="0.0" /> </QueueProductionExitUpdate> <xi:include href="DATA:Includes/GenericPackPower.xml" /> <xi:include href="DATA:Includes/GenericPackUpdate.xml" /> <ReplaceSelfUpgrade id="ModuleTag_ReplaceSelf" NewObjectUnpackTime="5.0s"> <TriggeredBy>Upgrade_Pack</TriggeredBy> <ReplacementTemplate>GDIMCV</ReplacementTemplate> </ReplaceSelfUpgrade> <xi:include href="DATA:Includes/GenericBuildingRepair.xml" /> <xi:include href="DATA:Includes/GenericEngineerContain.xml" /> <xi:include href="DATA:Includes/GenericGDIBuildingDestruction.xml" /> <xi:include href="DATA:Includes/ConYardGDIBuildingSuicide.xml" /> </Behaviors> <AI> <AIUpdate id="ModuleTag_AIUpdate" AutoAcquireEnemiesWhenIdle="NO" AILuaEventsList="BuildingPowerFunctions" /> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="20000.0" /> </Body> <ClientBehaviors> <AnimationSoundClientBehavior id="AnimationSoundCB" > <Sound Sound="GDI_MCVUnpack1MS" Animation="GUMCVUPAK_AN" Frame="1" /> <Sound Sound="GDI_MCVUnpack2" Animation="GUMCVUPAK_AN" Frame="55" /> <Sound Sound="GDI_MCVUnpack3" Animation="GUMCVUPAK_AN" Frame="74" /> <Sound Sound="GDI_MCVUnpack4" Animation="GUMCVUPAK_AN" Frame="87" /> </AnimationSoundClientBehavior> </ClientBehaviors> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="46.0" MinorRadius="35" Height="30.0"> <Offset x="9" y="0" z="0" /> </Shape> <Shape Type="BOX" MajorRadius="17.5" MinorRadius="10" Height="14.0"> <Offset x="53" y="-32" z="0" /> </Shape> <Shape Type="BOX" MajorRadius="11.0" MinorRadius="8.5" Height="18.0"> <Offset x="43" y="44" z="0" /> </Shape> <ContactPoint> <Pos x="-30.0" y="34.0" z="30" /> </ContactPoint> <ContactPoint> <Pos x="55.0" y="35.0" z="0" /> </ContactPoint> <ContactPoint> <Pos x="55.0" y="-35.0" z="30" /> </ContactPoint> <ContactPoint> <Pos x="55.0" y="35.0" z="0" /> </ContactPoint> <ContactPoint> <Pos x="-30.0" y="-35.0" z="30" /> </ContactPoint> <ContactPoint> <Pos x="55.0" y="35.0" z="0" /> </ContactPoint> <ContactPoint> <Pos x="-30.0" y="-35.0" z="30" /> </ContactPoint> <ContactPoint> <Pos x="-30.0" y="34.0" z="0" /> </ContactPoint> </Geometry> <AudioArrayVoice> <AudioEntry Sound="GDI_ConstructionYardSelect" AudioType="voiceSelect" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" /> <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" /> </AudioArraySound> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="100" ShroudClearingRange="500" /> <ProjectedBuildabilityInfo Radius="360" BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" /> </GameObject> </AssetDeclaration> Hope that helps. :unsure: No, it was always ini files through the C&C series and now suddenly changed to xml, but now i see it isn't that much different in coding really but it isn't the same as ini. I'll just have to re-learn it :blink:
  14. Well basically I'm kinda lost in the new xml modding style but i finally managed to make a new faction and now I'm having problems getting a modified GDI Conyard to work as the start building for skirmish. So basicaly i just used the original GDI Conyard renamed the "id=" name, (i'm guessing it has to be the same as the .xml name of the conyard) and side to fit my new faction but there must be more to change, although i don't know what. In the current state i have the new faction start but no conyard will show ingame so basicaly i loose a few seconds after starting. HELP!? me understand the new way of modding that EA has so brilliantly messed up the C&C series (among other problems) I'm certain someone knows how to properly make a new working conyard so please help this poor noobie! :(
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