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Red Alert 3 Sinking Dead Units (Forums : Coding & Scripting : Red Alert 3 Sinking Dead Units) Post Reply
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Jun 26 2013, 2:16am Anchor

I want to know if you can stop dead units from sinking or increase the time before they sink into the ground, I just want to make this look realistic. I have a Very High-End PC, so I have really nothing to worry about performance wise.

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Jun 28 2013, 12:34am Anchor

Sorry a simple cut and paste reply.. from alienhunter about a tib wars edit (yes you can also edit RA3 in the same manner)
Hey its really easy to make bodys stay longer, you just gotta download tibed 2 and and to infantry, select unit. For example...go to
GDI Infantry- commando- and change DestructionDelay="8.5s"
SinkDelay="7s" so it looks like this DestructionDelay="90000s"
SinkDelay="85000s"
And for vehicles go to Full asset list- ObjectCreationList-
for example "OCL_GDIJuggernaughtHuskDebris" change MaxLifetime="3.s" to "300.s" or "9000.s" that is all :)
I strongly recommand this for other mods but try not to make big squades of infantrys, it will slow your CPU. Good luck!

---edit end of that person statement and begin my simple statement:
DestructionDelay is what you search for in the xml files to delay how long the bodys drop for... you can do it with tibed 2 or simply edit your xmls (using notepad)add includes and  put them all into a mod file you then compile and play..
please note most tutorials for c&c 3 are simmilar and will probably help you learn more of how to mod RA3.

--

Stress is when you wake up screaming & you realize you haven't fallen asleep yet.
Don't force it, get a larger hammer.
I tried to daydream, but my mind kept wandering

Jul 4 2013, 2:44pm Anchor
The_splat wrote:Sorry a simple cut and paste reply.. from alienhunter about a tib wars edit (yes you can also edit RA3 in the same manner)
Hey its really easy to make bodys stay longer, you just gotta download tibed 2 and and to infantry, select unit. For example...go to
GDI Infantry- commando- and change DestructionDelay="8.5s"
SinkDelay="7s" so it looks like this DestructionDelay="90000s"
SinkDelay="85000s"
And for vehicles go to Full asset list- ObjectCreationList-
for example "OCL_GDIJuggernaughtHuskDebris" change MaxLifetime="3.s" to "300.s" or "9000.s" that is all :)
I strongly recommand this for other mods but try not to make big squades of infantrys, it will slow your CPU. Good luck!

---edit end of that person statement and begin my simple statement:
DestructionDelay is what you search for in the xml files to delay how long the bodys drop for... you can do it with tibed 2 or simply edit your xmls (using notepad)add includes and  put them all into a mod file you then compile and play..
please note most tutorials for c&c 3 are simmilar and will probably help you learn more of how to mod RA3.


So RA3 should be similar?

Jul 5 2013, 12:25am Anchor

Essentially the coding would be almost exactly the same , most not all of the tools i have encountered for RA3 have had very little needing changed to work with c&c 3 tiberian wars from big file extractors to random map generators to ip address lan changers , theres even a RA3 compiler that bibber made from RA3 to work with c&c 3 tib wars.
So in closing .. ALmost the exact same coding very little apart from some shaders and locomotors have changed.

--

Stress is when you wake up screaming & you realize you haven't fallen asleep yet.
Don't force it, get a larger hammer.
I tried to daydream, but my mind kept wandering

Aug 31 2013, 11:02pm Anchor

What file to edit?

I can not find any XML files.

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