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Having some coding difficulties... :(
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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Sun Jul 14, 2013 2:22 pm    Post subject:  Having some coding difficulties... :(
Subject description: About warheads and walls...
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Hello there... Well I started to work with Ares not long ago... And I need some help if possible... Well I need some help at creating a tesla tank warhead on Ares and also creating the Brute warhead... Also I've tried to add some new walls concretly the Pre-Release Remapable Walls and the Paradox Device ones... When I try to put them ingame they just don't appear... I'm using Rewire as mod base... and the walls don't change even when I create new ones... Someone can help me?

Like when I put them they just turn to the NOD ones and the GDI concrete walls... Sad

Sorry about my english...

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Jul 14, 2013 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi,
Ares doesn't change the way you add new warheads to the game. Just copy an existing warhead section that comes close to what you want to have (if there isn't any, copy the original [Electric] warhead from YR for the Tesla Tank). Change the section name in the [] brackets to something unique and also add this name to the end of the [Warheads] list, giving it a unique number. Now you can use this warhead on any weapon, using the Warhead= tag.

If the walls are buildable but invisible ingame you might have named the file wrong. The second letter in the name can be used to differentiate between theaters (like T for temperate, A for arctic, ...). If you have a default image you want to use on every theater, the second letter should be a G for generic.

If the wall are buildable and visible: Walls are built like buildings, but when you place them on the map they are converted to overlay. You have to point the game to the right overlay type to use and it sounds like it is still pointing to the original wall's overlay. Add or change the wall building's ToOverlay tag in artmd.ini to the overlay using your new wall overlay ID.

Your english is fine. Smile

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Mon Jul 15, 2013 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Yo... Thanks a lot AlexB... I'll do it... Thank you very much! Very Happy

P.S.: But I Don't need to add the animation .shp file to the .mix or I need? O.o

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jul 15, 2013 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

For testing you can just put it in the game's folder. When you are done with it, you can then put it in one of the mix files, so you don't have your game folder too crowded.

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Mon Jul 15, 2013 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see... Thanks Alex! Smile

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