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some (6) questions
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pokeman7452
Civilian


Joined: 20 Nov 2007

PostPosted: Tue Nov 20, 2007 7:36 pm    Post subject:  some (6) questions
Subject description: playing with rules.ini
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1: How do I make the drop pods drop (orca) bombs during descent? I opened firestrm.ini and set "DropPodWeapon=Bomb" but the game crashes when used.

2: Is it possible to create a building that spawns tiberium or construct a tib tree in-game? (I doubt it but it's worth asking)

3: How do I make the sensor array see (explore) it's detection range (30) when deploied? "Sight=30" under "[GADPSA]" doesn't work.

4: How do I make pavement deploy into a 10x10 grid? Everything I try makes it 1x1.

5: Is it possible to make a flying harvester (not hovering)?

6: How do I adjust the maximum auto-fill for walls?

Thanks.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Nov 20, 2007 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

2)I believe it is possible, problem is - it would have to attack ground to spawn tiberium, and thus is bothersome to operate.

5)I believe it is possible... but it would be very annoying, as it will have to fly up and down to the next patch of tiberium. If it possible to add a jumpjet logic to a vehicle though?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 20, 2007 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. maybe you must also change primary weapon on the droppod. i don't know exactly, because i've never changed this

2. yes it's possible. like gufu said. you need a new animation that spawns tiberium patches (look at the meteor logic; e.g Metlarge). Then give a dummy weapon your new animation. If the weapon has a range of 255 it will fire without the need to force fire on the ground to make it work.
However this will spawn only the smallest tiberium patches unlike the one spawned from the tiberium trees.

3. not possible. the game only supports a max sight range of 10.

4. not possible. The game only accepts some predefined foundation settings. The biggest is 6x4.
here is a list of all possible foundations.

5. like gufu said you have to use a vehicle with a fly locomotor, because the aircraft type doesn't support harvester logic. But this makes it invincible against all weapons but railguns and firestorm defense. Look here for more info

6. afaik adding the tag GuardRange= with a value higher than 5 to your wall will help
here is more info

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Nov 20, 2007 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 20, 2007 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
to 6: isn't possible. I also tried anything, but it didn't work Sad

make a clone of the wall, add Image=GAWALL and GuardRange=15 and it works.
To avoid having 2 walls give the original Techlevel=-1

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Tue Nov 20, 2007 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, GAWALL, NAWALL and the Firestorm Wall (i forget the internal ID) are hardcoded to have a range of 5 and a cost of 250. Where with anything with Wall=yes tells the engine to use GardeRange=# as the amount of wall pieces it places.

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pokeman7452
Civilian


Joined: 20 Nov 2007

PostPosted: Tue Nov 20, 2007 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

new question, I am trying to make the refinery able to build harvesters but nothing else. I set the harvester's prequisite to only a refinery and under refinery I put "Factory=UnitType". When it finished building the harvester and I didn't have a war factory it gave me a refund and nothing happened. I tried "IsWarFactory" and gave it all the needed anims in art.ini but no luck. What am I missing?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Nov 20, 2007 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, im not too sure, but why would you want to do that... is it hard to build one from the Weapons Factory?

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pokeman7452
Civilian


Joined: 20 Nov 2007

PostPosted: Tue Nov 20, 2007 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

please don't ask why...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 20, 2007 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's like YR style, you can build a slave minor from the Construction yard, as you can from the war factory... If you do this, how will you know which harvester from the warfactory / refinery is the one in the side-bar... That may sound like gibberish, but even i'm having trouble understanding this. Confused

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Tue Nov 20, 2007 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

2. Sorry if this sounds stupid, but can you add the tags spawnstiberium=yes to buildings?
3. You are editng the wrong tags, you want to edit cloakradius= I think.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 21, 2007 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

pokeman7452 wrote:
new question, I am trying to make the refinery able to build harvesters but nothing else.

this is not possible. If you give the Refinery all tags it needs to be a warfactory, all ground units can be build there. There is now way to make certain warfactorys for certain units.

In addition a warfactory needs a lot more than just 2 tags to work as a warfactory. DeployingAnim, UnderDoorAnim and DoorAnim are essential to make it work but the refinery has none of them.

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Wed Nov 21, 2007 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

For 1 : you can't but there is a way to emulate this. Browse the research center for the topic where it is explained.

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pokeman7452
Civilian


Joined: 20 Nov 2007

PostPosted: Wed Nov 21, 2007 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
pokeman7452 wrote:
new question, I am trying to make the refinery able to build harvesters but nothing else.

this is not possible. If you give the Refinery all tags it needs to be a warfactory, all ground units can be build there. There is now way to make certain warfactorys for certain units.

In addition a warfactory needs a lot more than just 2 tags to work as a warfactory. DeployingAnim, UnderDoorAnim and DoorAnim are essential to make it work but the refinery has none of them.

I gave it those anims but I still can't build. I understand there is no way to make it only build harvesters, you just need to have a war factory to build the rest.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 21, 2007 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe you just have to accept that TS can't do everything you want.
It could be that refinery=yes and warfactory=yes can't work together or something else.

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Nov 21, 2007 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't WeaponsFactory an AI targeting thing anyway? You can have what he wants but it would work the same as naval production... I think.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Wed Nov 21, 2007 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
There is no way to make certain warfactorys for certain units.

You're wrong, it is possible to have alternate warfactories. But it would take a lot effort to implement properly, and the AI won't use it properly (just make a clone for it #Tongue); too much to be worth IMO (in this case).
Just check my tutorial Naval Yard/Alt Warfactory Tutorial

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 21, 2007 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

This isn't really working too imo.
Because you mess up all original missions if you add a new side and the ai can't use the units. If you use special or neutral to make the missions work, the ai still can't use the units.
To make clones for the ai isn't useful too, because then you reach the 100 units limit too fast. (I've already 95)

In addition he wanted a refinery, that is buildable by the conyard as a separate warfactory, while he also has a normal warfactory buildable by the conyard. One of them needs to deploy to work and the ai can't handle neither a deployable refinery nor a deployable warfactory.
So there is imo no way to make certain warfactorys for certain units.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Thu Nov 22, 2007 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that you must sacrifice lots of things to have it working properly. But it does work, both Dusk, and Rise of Omnius (my mod) have this implemented to have an alternate warfactory which works like a naval yard is built from the conyard, and without noticeable bugs. I also tested the same principle with with barracks and it worked fine; in fact better, since there's way less infantry units.
About the 100 unit limit just move all the unbuildable units after the 100th position, and just make the clones for the units that the AI uses (the Ai doesn't use mobile EMP tank, mobile stealth generators, limpet mines, mobile weapon factories, etc). That way you could have something like 60 player buildable units.
Also a deployable warfactory already exist ingame.

Anyways, I don't think that it will work for him, it's too much for a little feature, and it might even conflict with some already existing coding in his rules.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Nov 22, 2007 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you two where working on the same mod.. Wow... xD

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pokeman7452
Civilian


Joined: 20 Nov 2007

PostPosted: Tue Nov 27, 2007 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow. Ignore the "only harvester" part, how do I allow the refinery to build units (ALL OF THEM)?

Another problem:
I want to replace the RPG Turret with a dual railgun.
Does TS look for and use .SHP files in the SUN directory like .ini files?
What I changed in rules.ini:
Code:
[BuildingTypes]
38=GARAIL

; Dual Railgun add-on for component tower
[GARAIL]
Name=Dual Railgun
Image=GARAIL ;problem even exists with GAVULC
Prerequisite=GACTWR,GAPILE,GATECH
TechLevel=9
Armor=wood
Sight=7
Owner=GDI
Cost=500
Points=30
Power=-40
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gactwr
PowersUpToLevel=2
Primary=DualRailgun
;Secondary=VulcanTower
Turret=yes
ThreatPosed=0   ; This value MUST be 0 for all building addons
IsBaseDefense=yes

;Dual Rail Gun
[DualRailgun]
AmbientDamage=200   ; use this for the railgun damage field.  Leave damage = 0
Damage=0         ; this should be 0 for railgun shots
ROF=50      ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=8
Projectile=Invisible
Speed=100
Warhead=RailShot
Report=RAILUSE5
Anim=GUNFIRE
Burst=2
IsRailgun=true
AttachedParticleSystem=LargeRailgunSys


What I changed in art.ini:
Code:

[GARAIL]
Cameo=TWR1ICON
Image=GACTWR_B
Remapable=yes
Foundation=1x1
PrimaryFireFLH=162,30,90
SecondaryFireFLH=162,-30,90
;PrimaryFireFLH=152,50,192
;SecondaryFireFLH=152,-50,192
NewTheater=yes


It shoots exactly how I want it to but...
My problem:



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TX1138
Jumpjet Infantry


Joined: 18 May 2007
Location: Australia

PostPosted: Tue Nov 27, 2007 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Railguns can't have Burst=2 Confused

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pokeman7452
Civilian


Joined: 20 Nov 2007

PostPosted: Tue Nov 27, 2007 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Apparently they can. It even alternates barrel!

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lazerus
Civilian


Joined: 28 Nov 2007

PostPosted: Thu Nov 29, 2007 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

hi im new to tibsun but how do you make the screen so big cos its got a huge sidebar im shocked what do i need to install?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Nov 29, 2007 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

pokeman7452 wrote:

Does TS look for and use .SHP files in the SUN directory like .ini files?
no, shp files must be in an ecacheXX.mix file (where XX is 02 to 99)

you've set PowersUpToLevel=2 which is the rpg tower and force it to use the vulcan tower upgrade image. It is hardcoded which upgrade the CTWR uses with which value.
Set PowersUpToLevel to 1 and you see the vulcan tower.
Also use Image=GAVULC in rules.ini and remove garail from art.ini.

And use the next time a smaller image (cut out what's important to see). Now you've to scroll everytime to the right if you want to read a sentence to the end.

TX1138 wrote:
Railguns can't have Burst=2 Confused

pokeman7452 is right
they only wait till the particles are gone to fire the second shot.
Set ParticlesPerCoord=0 and you have a fast burst railgun.

lazerus wrote:
hi im new to tibsun but how do you make the screen so big cos its got a huge sidebar im shocked what do i need to install?

open sun.ini in your TS folder. change in the [Video] section
ScreenWidth and ScreenHeight.
be sure that your system supports the resolution you write in there

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Nov 29, 2007 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

and don't forget StretchMovies=yes Wink
Ecache00 can also be used, or not? And if he want to use his Image, it isn't nessesary to delete it out of the rules... It's only another possibility...

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Thu Nov 29, 2007 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
no, shp files must be in an ecacheXX.mix file (where XX is 02 to 99)

no. SHP files can be in game directory or in ANY supported by game mix file.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Nov 29, 2007 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

VK wrote:
Quote:
no, shp files must be in an ecacheXX.mix file (where XX is 02 to 99)

no. SHP files can be in game directory or in ANY supported by game mix file.


But it's better to have it in a mix file, rather then having them wander about in your TS directory Rolling Eyes

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Nov 29, 2007 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

That wasn't always the case, I recall back when TS was released and people first started playing around with loose files that new .shp graphics wouldn't work outside of ecache*.mix files. This behaviour may have changed in a later patch but by then all modders had got ingrained into using ecache*.mix. This is probably why its favoured over elocal*.mix since that was not discovered to work until some time later and no one ever botehred with it.

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pokeman7452
Civilian


Joined: 20 Nov 2007

PostPosted: Fri Nov 30, 2007 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought you could only have 1 building assigned to each upgrade level. So I can have as many upgrades to the component tower as I want using the 3 default turrets?

Another question (I love you guys!), I just downloaded ETS hoping to allow my mod to use the new modding features of ETS. I can't understand how to "Run with mod:".
Apparently I need to point ETS to a directiory containing all my mod files along with a ModInfo.ini containing all the mod settings which are ignored in EST 3.40 but are required anyway.
Tried that... i think
Plz help poor noobish me. Sad

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lazerus
Civilian


Joined: 28 Nov 2007

PostPosted: Fri Nov 30, 2007 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

thx Lin Kuei Ominae that really helped

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