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heyjudek Offline
#1 Posted : Wednesday, March 15, 2017 6:27:32 PM(UTC)
heyjudek
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Joined: 12/20/2015(UTC)
Posts: 3

Hello, I'm playing the mod caled Kane's Wrath Reloaded.
Can anyone tell me how I can remove unit caps from "regular" units? Not the epic ones.

I have been told the following by the author:

"Yes, it's possible to remove regular unit limits. Just remove the "Max" define (or something like that I cannot recall) in the gameobject.
As for the gameobject, GDIPredator.xml is an example of it. Any unit or structure is a game object."


But there is NO GDIPredator.xml file or any other unit in the KW Reloaded "MOD SDK" folder.
Any input is appreciated :)
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Zatsupachi Offline
#2 Posted : Thursday, March 16, 2017 9:46:44 AM(UTC)
Zatsupachi
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If that's just the Mod SDK, then there really isn't anything there but example game objects.

You can look for a source code somewhere.
You can use the SDK to unpack the mod(If I remember correctly, someone cite on my this). So you can look through its code.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
heyjudek Offline
#3 Posted : Thursday, March 16, 2017 3:54:22 PM(UTC)
heyjudek
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Joined: 12/20/2015(UTC)
Posts: 3

I see, does that mean I need to have the source code with me or can I unpack the mode without the source code?
Sorry for the newbie question but I would appreciate some directions on how to unpack the mod :)
heyjudek Offline
#4 Posted : Monday, March 20, 2017 1:06:44 AM(UTC)
heyjudek
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Joined: 12/20/2015(UTC)
Posts: 3

Update, I found the source code for the version I am looking for.

1) I chose the xml file GDI Mammoth Tank for example and saw the following line

MaxSimultaneousOfType="50"

If I delete this, would this make me build infinite numbers of them?
Since infantry and other unlimited units do not even have this line.

2) The readme says that it does NOT include the source code for shaders, art, etc. does that mean my compiled mod would not have these? If yes, then should I copy the new files and overwrite the original ones?

3) I assume I will need Mod SDK to compile the mod. Anything I should know before I proceed?
I would appreciate a link on how to compile a mod as I don't wanna screw it up.


Thanks a lot in advance ;)

Zatsupachi Offline
#5 Posted : Monday, March 20, 2017 2:20:06 AM(UTC)
Zatsupachi
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Joined: 3/27/2015(UTC)
Posts: 490

Thanks: 4 times
Was thanked: 211 time(s) in 155 post(s)
1)Yeah, removing MaxSimultaneousOfType will make it so that you can produce infinite numbers.

2)Typically. And Typically. Mods usually are a separate file for the game's original files. Eh-- I don't remember how CnC3's way of handling files.

3)I don't remember exactly what is needed in this step -- since I didn't work with this sdk since like forever.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
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