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How to properly make custom gates in TS (Using Sunedit 2k)
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metalinvader
Civilian


Joined: 14 Sep 2018

PostPosted: Fri Sep 14, 2018 11:47 pm    Post subject:  How to properly make custom gates in TS (Using Sunedit 2k)
Subject description: Custom gate I made won't allow itself to be built into walls.
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I made custom gates and walls in sunedit 2k and can't find a way to get them to build into walls. My custom walls weren't initially working properly but when I discovered that I had to add "GuardRange=[number]" to the custom rules.ini file that sunedit 2k can generate.

The gates I made, however, won't build into walls. Default NOD and GDI gates will, but gates I made for a custom 3rd faction won't at all. What do I have to do to make my custom gates (cloned from GDI gates) act exactly like normal gates?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 15, 2018 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

The ability to build into/ontop of walls is hardcoded to only work with the GDI [GAWALL] & NOD [NAWALL] walls, it's not possible to make it work with other types.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 15, 2018 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[General]
:
GDIGateOne=GAGATE_A      ; these buildings affect nearby walls, so I need to know what they are
GDIGateTwo=GAGATE_B
WallTower=GACTWR
NodGateOne=NAGATE_A
NodGateTwo=NAGATE_B

there are no such keys for additional factions

P.S. don't use SunEdit2k. Use a text editor like Notepad++ to edit the inis.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 15, 2018 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy crap people are still using SE2K??? Very Happy

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Sep 15, 2018 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Holy crap people are still using SE2K??? Very Happy

People use TibEd instead of Notepad/Wordpad too Wink
And TibEd instead of Notepad++ as well. Very Happy

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metalinvader
Civilian


Joined: 14 Sep 2018

PostPosted: Sun Sep 16, 2018 3:35 am    Post subject: Sorry, ignorant here Reply with quote  Mark this post and the followings unread

I just downloaded from a website that said sunedit was an ESSENTIAL tool. It's made making new units and buildings REALLY easy. But if I should avoid that, I'll try to just mess with the inis themselves from now on.

Anyways. Is there a way to give GDI gates to a third faction without affecting the requirements for the gates? Since they require a barracks, and my third faction would not be using the standard GDI barracks but a cloned Hand of NOD.

EDIT: If "or" requirements are possible, that would be a lifesaver.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Sep 16, 2018 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Replace with your the 3rd side/house names:

Code:
PrerequisiteBarracks=NAHAND,GAPILE,3rdSideBarracks

[GAGATE_A]
Prerequisite=BARRACKS
Owner=GDI,3rdHouseName

[GAGATE_B]
Prerequisite=BARRACKS
Owner=GDI,3rdHouseName

If needed change for [GAWALL] also the same way.

Don't use SE2K/Tibed for editing your INI files, if already used then compare those files with original to see if something is already messed up.

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metalinvader
Civilian


Joined: 14 Sep 2018

PostPosted: Sun Sep 16, 2018 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Replace with your the 3rd side/house names:

Code:
PrerequisiteBarracks=NAHAND,GAPILE,3rdSideBarracks

[GAGATE_A]
Prerequisite=BARRACKS
Owner=GDI,3rdHouseName

[GAGATE_B]
Prerequisite=BARRACKS
Owner=GDI,3rdHouseName

If needed change for [GAWALL] also the same way.

Don't use SE2K/Tibed for editing your INI files, if already used then compare those files with original to see if something is already messed up.


Well thankfully I NEVER edited the originals. I would view the originals, and save any changes as a completely new rules.ini or whatever. Then instead of overwriting the original rules.ini I would import my edited one into finalsun so it only affects one map for testing purposes.

If I just add my custom 3rd faction (I'm just using mutants for it) into the owner of the gates, I'll gain access to them after I build my custom cloned hand of nod?

EDIT: Sorry, missed the first line in the code.

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metalinvader
Civilian


Joined: 14 Sep 2018

PostPosted: Sun Sep 16, 2018 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I've made my code like you instructed. The only difference is I'm using a modified Rules.ini file that I import into Finalsun instead of editing the default one. It seems that the GDI gates won't turn up after building my custom barracks. Even though I added "Mutant" to the owner line (I checked, my other buildings have that owner tag).[/code]

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Sep 16, 2018 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are adding the code to the map then for the first line, use like

Code:
[General]
PrerequisiteBarracks=NAHAND,GAPILE,3rdSideBarracks


And make sure that there is no duplicate [General] section in the map.

When you say faction, don't know whether you have made a 3rd side in rules.ini or just a new house in the map. Can you show the code for new faction.

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metalinvader
Civilian


Joined: 14 Sep 2018

PostPosted: Sun Sep 16, 2018 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

When you refer to "in the map" do you mean in the .map file?

I just used the default "Mutant" side that's already in the Rules.ini

EDIT: Okay I checked the .map file and there are 2 lines that say "PrerequisiteBARRACKS=GAPILE,NAHAND,CUSTOM" the very next line says "PrerequisiteBarracks=GAPILE,NAHAND,CUSTOM".  
Should I delete one of the lines?

EDIT 2: There is, for sure, only one [General] section.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Sep 17, 2018 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

metalinvader wrote:
EDIT: Okay I checked the .map file and there are 2 lines that say "PrerequisiteBARRACKS=GAPILE,NAHAND,CUSTOM" the very next line says "PrerequisiteBarracks=GAPILE,NAHAND,CUSTOM".  
Should I delete one of the lines?


"PrerequisiteBARRACKS" is wrong, the second one is correct. You can delete the first one, although the game doesn't recognize it anyway as flags are case-sensitive.

This is just one of the many examples where SE2K will mess your files up.

In case you already haven't, I recommend you to check out the Tiberian Sun tutorials section, particularly the Newbie Guide to Modding. The Modding Encyclopedia is also a good place to check for some more detailed information.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Sep 17, 2018 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Is your new faction barracks named as CUSTOM? If it is not, then correct it in PrerequisiteBarracks line.

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metalinvader
Civilian


Joined: 14 Sep 2018

PostPosted: Mon Sep 17, 2018 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Is your new faction barracks named as CUSTOM? If it is not, then correct it in PrerequisiteBarracks line.


I only wrote CUSTOM as the placeholder for what the actual name of the structure is PEOPLESHAND. In the ini it really says "PEOPLESHAND" I just felt a little self-conscious about what I've named my stuff.

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metalinvader
Civilian


Joined: 14 Sep 2018

PostPosted: Sat Sep 22, 2018 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Figured it out. I needed to add "modifed=yes" under "GAGATE_A" and GAGATE_B" in the Rules.ini

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 22, 2018 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

metalinvader wrote:
Figured it out. I needed to add "modifed=yes" under "GAGATE_A" and GAGATE_B" in the Rules.ini

there is no such key.
It's like writing "wingdangdudel=ghawarbl", it's completely useless, wrong and ignored by the game.

Read The newbie guide in modding

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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