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How do I add buildings?
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Jdeadevil
Cyborg Engineer


Joined: 05 Jun 2006

PostPosted: Fri Jul 07, 2006 6:44 pm    Post subject:  How do I add buildings?
Subject description: ^
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Hey does anyone know how to add building to the side bar, like make it so you make build a french wall, or just a building, if you know what i mean,, Basically, What do I have to change so I build something that I can't normally build?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 07, 2006 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

First of all, make sure the building is buildable. Start with rules(md).ini. Few lines help. Here's a sample from the Allied Wall:

Code:
; concrete wall
[GAWALL]
UIName=Name:GAWALL
Name=Allied Wall
BuildCat=Combat
Strength=300
Prerequisite=GAPILE
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
;ForbiddenHouses=French ;GEF French get the normal wall now, just like everyone else
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
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
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5


These lines are very important, however, they don't need necessarily these values. So, you can make few modifications for them:

BuildCat=Combat: Category that may affect location on sidebar.

Prerequisite=GAPILE: The buildings that are needed before the wall becomes available in the sidebar. In this case, you need the allied barracks.

TechLevel=1: Tech Level.. doesn't make much difference in the game if it's between 1 and 10.

Adjacent=8: How close to other buildings this building can be placed at.

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry: Which sides can build it.

Cost=100: Ammount of cash needed to build it.

AIBasePlanningSide=0: Which AI build it. 0 for Good, 1 for Evil.

ThreatPosed=0: The threat value of the building for AI. Keep it 0 to any building or addon.

BaseNormal=no: Doesn't count in the adjancent tag.



On art(md).ini, a sample:

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


The important stuff is to make sure that the name between [ ] matches the one from rules(md).ini and exists on ra2(md).ini or any ecacheXX.mix file. And also:

Cameo=WALLICON: This line determines which SHP will be the sidebar icon (cameo).

Foundation=1x1: This determines the space that the building ocupies in the battlefield. You can't place any value here, since the options are hardcoded.

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Jdeadevil
Cyborg Engineer


Joined: 05 Jun 2006

PostPosted: Fri Jul 07, 2006 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

aha!!! I was making my ra2 barrels tech, not combat, I'll put it to combat and hope for the best

and here's my code


[CAMISC01]
UIName=Name:CAMISC01
Name=Barrels
TechLevel=2
Strength=5
EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=BRRLEXP2
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Explodes=yes
DeathWeapon=BarrelExplosion
Repairable=no
CanC4=no ; like spyable and captureable
DamageSound=BuildingMetalDamaged

BuildCat=combat
Cost=100
Prerequisite=GAPILE

Just incase it looks a bit weird, its from a proggramm called tibed. is the code correct if i want to build barrels along with the pill boxes and stuff when I build barracks?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 07, 2006 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It lacks owner, adjacent, tech level and AIPlanningSide. It won't be a buildable building, I guess.

Other than that, I don't see any problems with it, except for bad format and lack of ThreatPosed= line, so you don't know what will be AI's behaviour to this building and if it will target it or not.


TibEd is a good tool to learn your limits, but if you are up to serious modding, you should consider notepad for the following reasons:

- Better for an appropriate code format and documentation.
- No program limitations.
- Compatible with Rock Patch (YR).
- If someone screws up, the blame is 100% yours and not from any 3rd party program.
- Ideal to work in a group.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jul 08, 2006 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

People are also more likely to help you out as well.

Also why are you making barrels buildable o_O''

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jul 08, 2006 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

... to explode his own base, maybe #Tongue Wink

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Jul 08, 2006 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

GLA camo trap in RA2?

*idea*

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sat Jul 08, 2006 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

how will you get them to detonate when an enemy unit passes it? on command wont be difficult though.

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Jdeadevil
Cyborg Engineer


Joined: 05 Jun 2006

PostPosted: Sat Jul 08, 2006 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

RAGosho wrote:
GLA camo trap in RA2?

*idea*


yeah that is actually it, I was just trying to copy command and conquer generals, but iv got it buidable and iv just discovered it's not very good. but then again I could make crazy ivan drop barrels, now there's an idea... naahhh that's crap, barrels are crap. now a fake contruction yard which explodes with a nuke explosion, there's a good idea

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sat Jul 08, 2006 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

then change the barrels weapon into something more damaging, and a larger radius.

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Jdeadevil
Cyborg Engineer


Joined: 05 Jun 2006

PostPosted: Sat Jul 08, 2006 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

what's raidius again? isnt it how far you can build away from your base?

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sat Jul 08, 2006 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

no, thats ajacent. im talking about the blast radius, how far the explosion will reach. for example, a normal bomb has a small radius, while a nuke has a pretty ztyping large one.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Jul 09, 2006 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i u need buildable barrels u need cloakable=yes which will only work with rockpatch 1.08 and then simply give it a primary suicide weapon

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Jdeadevil
Cyborg Engineer


Joined: 05 Jun 2006

PostPosted: Thu Jul 13, 2006 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

you mean like a nuke? actually yeah. a barrel that explodes with a nuke, but it'ed have to cost a bit, 15000

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