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quick question
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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Mon Sep 24, 2007 8:24 pm    Post subject:  quick question Reply with quote  Mark this post and the followings unread

OK, I finaly got off my computer and bought TFD, I had lost alot of my disks when I moved from home, anyways, I'm trying to replace the wolverin and the Titan with tanks, I made all the changes I need, but my tanks don't showup ingame, the mechs do.

also, I gave GDI the buggy(with a new look), but NOD still has it, but the new vxl shows up.

here is my code in rules:

; Light tank
[1TNK]
Name=Light Tank
Prerequisite=GAWEAP
Primary=90mm
Strength=180
Armor=light
Category=AFV
Turret=yes
IsTilter=yes
TechLevel=1
Sight=5
Speed=6
CrateGoodie=yes
Owner=GDI
AllowedToStartInMultiplayer=yes
Cost=400
Points=25
ROT=5
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=EXPLODES
ZFudgeColumn=8
ZFudgeTunnel=13

; Medium tank
[2TNK]
Name=Medium Tank
Prerequisite=GAWEAP
Primary=120mm
Strength=180
Armor=light
Category=AFV
Turret=yes
IsTilter=yes
TechLevel=2
Sight=5
Speed=6
CrateGoodie=yes
Owner=GDI
AllowedToStartInMultiplayer=yes
Cost=600
Points=25
ROT=5
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=EXPLODES
ZFudgeColumn=8
ZFudgeTunnel=13

and with the mechs I put:
Techlevel=-1
AllowedToStartInMultiplayer=no


and my code in art:

[1TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

[2TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

Any suggestions

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Sep 24, 2007 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You did add them to the VehicleTypes up top yea?

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Mon Sep 24, 2007 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, I made all the entries I need, but they don't show up ingame
Also, I used the stealth tank as my template for the rules

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 25, 2007 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

the code seems to be correct. Are you sure you've added 1TNK and 2TNK to the [VehicleTypes] list in rules.ini?

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Tue Sep 25, 2007 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I think he means that he can build it, but it's invisible. Try an Image= tag, otherwise, check that you've named it properly.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Sep 25, 2007 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't replace the mechs. Create new units in the rules.ini and list their names in the [VehicleTypes] list

51=1TNK
52=2TNK
etc.

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Tue Sep 25, 2007 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

@Lin Kuei Ominae
I have add them in the [VehicleTypes]

@GodofGamers
No, they aren't even buildable, and the naming is correct.

@Team Black
What I did was make the mech non buildable and AllowedToStartInMultiplayer=no, and then I made the entries for my new tanks.

its like it will not read my new rules.ini, becuase I also made it so GDI had the Buggy not NOD, but ingame, NOD still has it

any suggestions

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Sep 25, 2007 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Where did you put your rules.ini? It must be in the main TS folder, not in any sub-folders (in case you didn't know Wink )

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Sep 25, 2007 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

give them new names, that might fix it :p

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Tue Sep 25, 2007 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I put the rules.ini, art.ini and all my new vxls and hvas into a mix file, and named it expand02.mix

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Tue Sep 25, 2007 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

WRONG!
leave the ini's in the folder or put them in Tibsun.mix > local.mix

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Sep 25, 2007 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegangster is correct-
rules.ini don't work in an "expand##.mix"

Replacing the original rules in local.mix is a bad idea though - it's best just to have them in the TS directory

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Last edited by Team Black on Wed Sep 26, 2007 3:24 am; edited 1 time in total

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Wed Sep 26, 2007 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Sep 27, 2007 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
Renegangster is correct-
rules.ini don't work in an "expand##.mix"

Err... Yes it does. When there's also a rules.ini file in the TS folder, the one in expand##.mix will be ignored however.

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