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Editing Buildings/Finding Campaign Rules
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hetzer
Civilian


Joined: 09 Oct 2008

PostPosted: Fri Oct 10, 2008 7:32 pm    Post subject:  Editing Buildings/Finding Campaign Rules Reply with quote  Mark this post and the followings unread

I was wondering if anyone knows how to find the rules.ini for particular campaign levels, Im trying to make a simple mod with the mutnats as a race and Id like to use the same properties of the civilian units (RV,CAR,BUS) from NOD mission Sheep's Clothing to make it as much like TS as possible.

Also, if somone can tell me how to make a civilian building dockable(w/specific unit) and another one upgradeable Id appreciate it.

Ive tried it in rules ini but I guess I gotta edit the building so it has a place to dock/place upgrade.

concept1: Use Delux Accomodations as Tiberium Refinery Dockable with Jellyfish as Harvester (works already just cant transfer tiberium from jellyfish into building, building has all properties that a refinery does, and jellyfish has harverster properties in rules.ini)

concept2: Use energy transformer as addon to solar panel for more power (like GDI PPlant, common on most city maps panel|Transformer|panel) not yet tested except making solar panel give energy (works duh)

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Fri Oct 10, 2008 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, the harv unit needs to be voxel i think, and it has to have 2 different voxels one for unloading in the ref and one for moving around and picking up tib.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Oct 10, 2008 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've seen a modification where they used the Wolverine as a mining unit.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 10, 2008 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, harvester work as SHP's too.

@hetzer: ok, to make things clear, the changes you've mentioned in the nod mission were done in the map itself. Just take a look inside the map file and you can see the additional changes there. You can basically add any rules.ini key and entry in a map to override the global values from your rules.ini.
Though this kind of mod-mapping has some restrictions like you can't add new graphics like new SHP's or VXL. Afaik you can also only replace existing units and not add a new one.

There are 2 different types of dockable buildings.
DockUnload=yes for refinery buildings
UnitRepair=yes and UnitReload=yes for repair bays and helipads
Just check the original buildings and add their keys to your building. Wink
The same is true for the upgradeable building. Just check GAPOWR or GAPLUG.

The problem with your refinery could be the special floater animation and movement. Try something else than a Floater or Visceroid as they have a special behaviour applied.

I doubt that you can make an already existing building as the upgrade of another one in a mod map. All upgrades are just an animation and you have to edit art.ini to change the animation values. Since you want a mod map only and you can't add art.ini stuff to a map, the new upgradeable buildings are not possible.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Oct 11, 2008 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd recommend making your own harv.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Sat Oct 11, 2008 4:11 am    Post subject: Reply with quote  Mark this post and the followings unread

^ and your point is?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Oct 11, 2008 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

My point is that it would be easier, look better and make more sense if hetzer makes his/her own voxel harvestor than try to get the jellyfish to work.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sun Oct 19, 2008 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

@ LKO: Are you sure you can't add new units? #Tongue I know you can't add new Art.INI entries, but I'm pretty sure you can add new units as long as the IMAGE= tag is there #Tongue

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Oct 21, 2008 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah what Shakar said (sorry about the short reply)

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