Is the worldbuilder.manifest supposed to be in the CNC3xml folder in builtmods? Also, I ran the buildmod.bat as an admin and the .bat file just flashes really quick.
EDIT: It started working...
Type: Posts; User: UmbrellaSecrets
Is the worldbuilder.manifest supposed to be in the CNC3xml folder in builtmods? Also, I ran the buildmod.bat as an admin and the .bat file just flashes really quick.
EDIT: It started working...
Okay, I started using EALAModStudio.exe instead and now I"m getting a really weird "Map Fix" crash. I have all the requirements to run the builder (Windows 7 comes with Net Frame 2.0) and all the...
Yes, I extracted everything to the buildmods folder and the main folder
Right now the files in the buildmod folder are CNC3Xml, mods, Global.manifest, and Static.manifest
Inside the CNC3Xml...
I recently moved into a new computer and I installed SDK, along with Bibber's exspansion. However, when I build the mod it says "missing worldbuild.manifest," and the builder crashes with nothing in...
I will consider all of your opinions and I'll what I can do about the size (might change camera angle or something). I'll keep having GeneralJist post news articles here for feedback and next time I...
I apologize, I did act aggressive towards everyone here and I'm sorry. I've just put a lot of work into the mod and it's been very stressful lately with life and the mod, I guess I over reacted.
I was trying to get some feedback, at least some decent feedback and not blunt comments saying for example toti's really rude comment/s. Not only I took offense to comments like his, but the rest of...
I'll take opinions after I finish the mod, that way playing a version where all factions are together will be easier to judge.
No you don't get our point, we didn't ask for criticism, therefore we're not listening...
Anyways, I just love how quickly all of you judge something at such an early stage and haven't even played...
Take the Opacity Min and Max to 100% and updateperiod="2.0"
Hopefully that will work :)
<InvisibilityUpdate
id="ModuleTag_Invisibility_Intrinsic"
UpdatePeriod="0.1s"...
I'm not familiar with Red Alert 3 scripts, but try this attach update:
<AttachUpdate
id="ModuleTag_Attach"
Range="500"
CloseEnoughRange="20.0"...
Indeed, it gets kinda of frustrating to search for helpful information or tutorials...maybe there needs to be a "Tutorial" or "Archive," thread? I'm not new at modding, but I will sometimes look up...
Thank you Madin for pointing that out, I searched everywhere for the answer to this. Although I never thought it would be here. XD
Anyways it works great and it was a lot more simpler than I...
Hi, I was wondering if anyone knows how to create flashing lights that go in a certain order. I looked at the GDI Powerplant w3x code; however, it gave me nothing...Although, the red lights on the...
That changed my model vertex count by a mile, the mesh went from 6,643 to 2,887 by applying a smooth group and welding some UVW maps together. Thank you Golan. :)
Hi, I recently came across a very strange issue dealing with vertex count when exporting a model. I have a model from one faction that is:
Poly: 2,516
Triangle:4,706
Vertex: 2,483
The exporter...
March 2012 Update:
http://img163.imageshack.us/img163/5301/modlogow.png
Tiberium Secrets update 3-9-12
welcome back , commander, although it's been a longtime since our last update we assure you,...
January 2012 Update:
http://img163.imageshack.us/img163/5301/modlogow.png
Today, as all can see we have a major
mod update with the overall progress of production for The Colony.
Over the...
GeneralJist, I'll handle it, I know you're trying to help, but this requires experience of coding.
I'm the one that started this thread, why would I send him? Also I'm very busy during the day and...
Yeah
Here is the rest of the code, maybe there is something missing from it:
<ModelConditionEvent Name="OnDockingEnter">
<Conditions>+DOCKING_ACTIVE</Conditions>
...
I kept the harvester code completely the same. (I used the NOD harvester)
The OCL weapon kept firing non-stop, I was using buzzers for a place holder and 500 of them spawn. xD
I attempted the codes above, but when the refinery spawns the harvester the OCL is activated, also the harvester docks but doesn't dump any tiberium into the refinery. I double checked everything to...
Okay, I've have edited the .lua file and added this line, I'm just making sure I've done this right so far:
function OnISRefineryCreated(self)
ObjectGrantUpgrade( self, "DOCKING_ACTIVE" )...
I was wondering if there is a way to have a OCL activated by a model condition state? For example when a harvester docks at a refinery, the refinery will spawn tiberium around it using the OCL method.
Thank you, also if you don't mind me asking, what does the PlyrCreeps exactly do?