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SunEdit 2K...should I ditch it?
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ant1991331
Civilian


Joined: 18 Jun 2009
Location: Tiberium Vinifera fields

PostPosted: Thu Jun 18, 2009 2:34 pm    Post subject:  SunEdit 2K...should I ditch it?
Subject description: ..oh and a bunch of EDITING-related stuff
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Hey all, I'm new here, even though I'm damn sure I've been here before in the past few years XD back in my old TS modding days (where I also used SunEdit 2K)

But anyway, it's good to be here, and it's good to know that TS is still a popular game to be modded!

So, I've been using SunEdit 2K and still am, but I've noticed that it's missing quite a few key features. Such as a bunch of properties and flag(yes/no) tick boxes. I discovered tons through rules.ini and I seem to have an issue with "Common <whatever>" structures, as in the Refinery would need any Power Plant right? This seems to be absent now, I even checked in the rules.ini and the ini names of the power plants and tech structures etc. are still evident.

I've also been having trouble with a deployable unit through SunEdit 2K, the turret is missing. And even if I add that turret to the rules.ini it still doesn't show up, basically it's a modified Mammoth Tank voxel that deploys, and the deployed unit is of course a .SHP, I found some properties in the rules.ini for the Laser Turret and such having the turret voxel set manually by it, (SE2K also lacks this) and I used these properties to add a new turret to the deployed unit, but it still didn't show up. Perhaps there is a character limit on the voxel file itself? I called it D6TNKTUR, if the length of the file is the issue, then help would indeed be greatly appreciated! If you're curious, I'm trying to recreate the Seige Tank from StarCraft, and no it doesn't look exactly like it. Like I mentioned earlier, it's just a modified Mammoth Tank :p infact, the greatest change is just the xxxxbar.vxl file!

I saw the "Theif" flag in SE2K for infantry, it didn't seem to work at all for my Spy unit. Any ideas?

Also, is there a possible way for a vehicle to go hay-wire at half health like Cyborgs do with the "Berzerk" option turned on in Rules.ini? I'd admit to recreating the RA:Aftermath mission's "Mammoth Super Tanks" and I thought it would be cool to mimic their apparently primitive AI! XD

Earlier I was reading up on some things about people asking how to make a building produce Tiberium around it (and found no results), how would I do this? Or at least be able to build a Blossom Tree? I saw someone suggested the "ToOverlay=" option for art.ini, but it didn't work, instead I got a Blossom Tree graphic that was using the wrong palette, and did nothing.

I was also wondering if it's possible to give an infantry unit both a healing and attacking weapon, without it screwing it up big time? To add, I cloned the Civilian Hospital and made it buildable, is there a way to make it so that more than one infantry can be put into it, and to make it so that it takes longer to heal said infantry? Or, at least give it a long-ranged medic healing weapon without it having to make it force-attack something (CTRL button) and make it Not heal vehicles which I found quite interesting? Another healing-related thing, I noticed that if I gave a medic weapon to a vehicle, it would heal vehicles rather than infantry, I haven't tried the vice-versa, and I was wondering if it would be possible to make the Mechanic from RA1 and make it work very similarly?

Before the latter, I added the "Hospital" flag to Yes for the barracks, and changed the "Ammo" to 1000, it created a huge issue with AI, and caused them to continuously train 1 particular infantry and not stop (it didn't stop AFAIK). Any ideas why the AI did this?

One last thing, when I was playing around with a cloned Orca Transport, which I made buildable etc. I added "Is Dropship" and disabled "Is Carryall", of course this lead to that weird bug of it wanted to not land and do whatever it wished, but I was able to get some infantry units into it, I then added a weapon to it and told it to attack something, this created a parachuted infantry drop! Has anyone come across this before? Funny thing to add, it made the BOOP sound everytime it dropped infantry. It dropped 2 infantry at a time (which would happen to be inside of each other)


Yes! This is a huge post I know, especially for a first.. I guess... but anyway, I'm sure you're all great and helpful people!
Cheers!

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Thu Jun 18, 2009 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome

These editor are sometimes good but like you pointed out have there downsides and weeknesses.

For games like Tiberian Sun i would suggest to dump sunedit and use the ini files from the mixes

all you need to do is extract the ini files you need (eg Rules and Art)
and you can just edit all you did in SunEdit in note pad Very Happy

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Last edited by Revolutionary on Thu Jun 18, 2009 3:36 pm; edited 1 time in total

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Jun 18, 2009 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never used SunEdit 2k, I began with TibEd and then I just modded with the rules/aqrt.ini, so I gont no experience with it^^

Anyway, I will try to help you with some of your questions

1) wont be able since there isn't any tag for it...

2) Blossom tree is an object, not an overlay, this explains why it didn't spawns Tiberium and why it was in the wrong palette...
There are 2 (or more) ways to make a Tiberium spawning building:
Giving it a debris spawning weapon which spawns Tiberium or create a new Animation which has some tags... You can even choose other overlay things but Tiberium Wink

3) I don't know if it would screw it up, but since you have to add the flag 'Medic' to it, I would think, that it won't be possible (it even could cause a funny effect, if the secondary weapon range is higher then the primary... ^^ if the secondary deals damage, the 'medic' would first damage the Inf and heal it later... o.O)
Not possible since it is a special logic...
and I don't know if a building can have a repair weapin, but I think, that I added the repair bullet to a building once and got an IE... Just try it xD
Hm.... Mechanic would be an infantry then, wouldn't it...? Hmm.... thought he only would 'attack' your units if he is a medic, and he would only affect inf then... But its another thing which you can try out^^

3) I don't know why the AI was acting so strange...

4) there is somewhere a fix (thought) for it, but I dont know where....

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Think of me as Nordos, 'cause Banshee wouldn't rename me

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Thu Jun 18, 2009 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome! Razz


Concerning your (many) questions, I cannot answer all of them, but I can tell you this:
- I've used SunEdit2k for an hour and ditched it because of issues like these.
- Thief logic is broken in TS. It never worked.
- I don't think that 'Berzerk mode' will work for tanks. I've never tried it, however.
- A building that spawns tiberium doesn't really work, a workaround is giving it a tiberium-spawning weapon (which is possible).
- The healing weapon is partly hardcoded, so giving it to another unit than the Medic doesn't give the exact same result (it only works with fore-fire). However, by giving it the right warhead you can normally restrict it to certain types of armor ('none' being infantry).
- The Civilian Hospital (and Civilian Armory) logic is also hardcoded as far as duration and number of units goes.
- The Dropship that refuses to land is a known bug. If you clone the Dropship in rules.ini and give it as a FreeUnit with a building, for some reason it will work correctly.
- The parachuted infantry drop logic is present in TS but I never managed to activate it. Seems that you beat me to it.

Greetings!

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Jun 18, 2009 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Lord: It IS possible...

Parachuter is really easy... Anyway, if you give your Unit a Bomber weapon Dummy, its really funny if you loaded about 30 Infs in it^^

hm... isn't there a tag? Since the Medic has always a red cross... Wondering if its Hard coded, or a tag... Mhm, I will take a look into the rules^^



SCRN0002.jpg
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Fuck, I converted it to jpg >.<
Anyway... believe me, this tibtree don't uses any weapon
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SCRN0002.jpg



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Think of me as Nordos, 'cause Banshee wouldn't rename me

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Machine
Commander


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

PostPosted: Thu Jun 18, 2009 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have 3 medic units working perfectly ingame, with no apparent downside. A GDI medic, Nod's Priest, and an AI clone of the GDI medic.
The unit seems to have some limitations though, as any medic built by the AI won't display any frame besides the first frame of the sequence, that didn't work, which was the reason I made a clone. Anyways, keep in mind that "heal" can only be used by infantry, as vehicles can't heal them, just like infantry can't repair vehicles.

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ant1991331
Civilian


Joined: 18 Jun 2009
Location: Tiberium Vinifera fields

PostPosted: Fri Jun 19, 2009 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

My issue with the medic-type unit was that I gave him a normal attacking weapon And the Medic Healing weapon as a secondary, the problem that arose is that you could Not tell the unit to attack enemies, and if he were to heal a friendly infantry unit, he would shoot them with the primary attack instead! Some medic that is!

@Ordosherrscher: How would I go about recreating something like that? Cause that looks really cool! Very Happy I hate having the issue of insufficient tiberium fields on official multiplay maps, for a good price it would be cool to build (grow, if you will) a Tiberium Riparius tree #Tongue

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jun 19, 2009 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, normaly topics like this go down to /ppm hell

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Jun 19, 2009 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, we've had our outlet of spam/flame recently and 2 new PPchans will help.

Yeah, buildable tibtrees o.0 I want! Well... Buildable ore drills for RA2 to be precise

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Yes, work on MV continues. It is not forgotten.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri Jun 19, 2009 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't knew (well, know) enough of Animations, this caused the funny error, that it spawned the tib the whole time -> if you harvested it, it was right there again, because it was too fast respawned...
And no, I can't remember the proper code... Mwah, should be really easy, anyway^^

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