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Build longer walls?
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kaluakiki
Vehicle Driver


Joined: 30 Dec 2003

PostPosted: Thu Sep 01, 2005 11:29 pm    Post subject:  Build longer walls? Reply with quote  Mark this post and the followings unread

This go'es for any wall (firestorm, laser fence, nod wall, and concret wall.)

Is it possible to extend the distance between the first built wall section and the next built section ready for construction?

I think I messed up my ini. When I build a wall now its only 1 cell at a time, and takes extreamly long time to box myself in. I cant remember if its suppost to be like that. I know this might be a newbish question, but I would really like to mod, or fix it.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Sep 02, 2005 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

GuardRange=x, where x is the number of cells that can autostretch.

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Fri Sep 02, 2005 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

DCoder beat me to it lol. I think the normal guard range on them is 5 for instance, so making it 10 would double it, as an example.

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Sat Oct 08, 2005 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I red this than red the first reply and was all, "@!? YES! FINOLY! THAST HOW YOU DO IT!"

Now what I want to know how can the price of wall be changed? I tryed to change it in ini with no effect?

EX Firestorm normally costs 250 so I went in ini changed it to 25
ingame it costs 250 still? Is it hardcoded? Confused

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LEoDaBRat
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Joined: 18 Jan 2006
Location: Capital of Germany

PostPosted: Sat Feb 04, 2006 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I felt the same way when I read DCoders response and I'm pretty sure to tell you the 250 bucks is hardcoded, cuz it's only since the update from old TS to newer version, i.e. Firestorm. I looked for it just as desperate..  Rolling Eyes

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Feb 04, 2006 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Feb 04, 2006 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Idjit you amaze me at how a human being can have such a low intelect level.

Cost=

must be edited correctly, there is a 99% chance you managed to do it wrong.

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extremeragnarok
Vehicle Driver


Joined: 03 Apr 2006

PostPosted: Sat Apr 15, 2006 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, so I opened up rules.ini, and added the new line under GAWALL "GuardRange=10". Nothing changed. Same result with 6 and 8.
What am I doing wrong?

Oh, I forgot to mention. The "GuardRange" thing for walls isn't in the plain rules.ini. I found it in the expand01.mix that firestorm uses.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Apr 15, 2006 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

extremeragnarok wrote:
Ok, so I opened up rules.ini, and added the new line under GAWALL "GuardRange=10". Nothing changed. Same result with 6 and 8.
What am I doing wrong?

Oh, I forgot to mention. The "GuardRange" thing for walls isn't in the plain rules.ini. I found it in the expand01.mix that firestorm uses.




..

First, you don't create a new line. There's a line 'GuardRange=5' under the GDI/Nod/Sandbag/Firestorm/Laser walls.

Change THAT, don't create a new line.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Apr 17, 2006 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've had the same problem with the TS/FS walls price. I simply delete the number 250, and replaced it with 100. That's all I did. And you know what happened?... Nothing. Not a single ztyping thing. The price stayed the same, despite what I did. No, I didn't make a new line, all I did was change the number. That is ALL, I did. Anyone have a solution for this problem?

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Apr 18, 2006 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Play TS Dusk and look at the wall price.....

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Tue Apr 18, 2006 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

There may be more than one entry to change in more than one file. There was that problem in RA.

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extremeragnarok
Vehicle Driver


Joined: 03 Apr 2006

PostPosted: Tue Apr 18, 2006 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Rules.ini file I used DIDN'T have the guard range. I had to dig one out that did. Even so, I changed it, and nothing happened. So I made another wall. The guard range is at ten, and it works. I can also change the price. I did the same for all of the other wall types. Same result. The new ones work just finewith the older ones.
Here's the Rules.ini code for the GDI wall:


; 10 cell-stretch concrete wall
[GAWALL2]
Name=Concrete Wall2
Strength=150
Prerequisite=GAPILE
High=yes
Armor=concrete
TechLevel=6
Adjacent=4
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=GDI
Cost=200
BaseNormal=no
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBase=no
GuardRange=10

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extremeragnarok
Vehicle Driver


Joined: 03 Apr 2006

PostPosted: Tue Apr 18, 2006 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's the Art.ini code for the GDI wall:

[GAWALL2]
Cameo=WALLICON
Foundation=1x1
ToOverlay=GAWALL
DamageLevels=3
NewTheater=yes

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extremeragnarok
Vehicle Driver


Joined: 03 Apr 2006

PostPosted: Tue Apr 18, 2006 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Be sure to add GAWALL2 to the building/structure list in the Rules.ini file.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Apr 18, 2006 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why 3 posts? There is the Edit button to add things...

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 18, 2006 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

he's new...

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WallyB
Civilian


Joined: 17 Apr 2006
Location: CRCT!!! AHHHH!!!!

PostPosted: Sat Apr 22, 2006 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
Play TS Dusk and look at the wall price.....

Tib. Trilight's out already?!!! Smile Or do you mean Dawn? I wish they'd release Trilight already...

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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA

PostPosted: Sat Apr 22, 2006 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

WallyB wrote:
Morpher wrote:
Play TS Dusk and look at the wall price.....

Tib. Trilight's out already?!!! Smile Or do you mean Dawn? I wish they'd release Trilight already...


No, Tiberian Sun Dusk by Judeau. It's a mod.

EDIT: Link To TS: Dusk:

http://www.ppmsite.com/forum/index.php?f=231

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WallyB
Civilian


Joined: 17 Apr 2006
Location: CRCT!!! AHHHH!!!!

PostPosted: Sat Apr 22, 2006 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. Smile

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Thu Jun 01, 2006 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

excellent
right, to educate you people on stuff that pretty much is set

the 155mm cannon damage seems to be affected by one of the patches, clone it and use the clone*renamed* in the desired unit

the hmec entry strength is also set
make a clone with Image = HMEC

the gawall and nawall have this problem as well, clone em
make the normal gawall and nawall unbuildable

that's the stuff i remember

this is all seen in the current TSD rules files

i'm back to working on it, i resolved an extremely troublesome problem that pretty much got me laying off of TSD

expect TSD to make a lot of progress these coming months

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