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Why can't I build this?! And WTF does the enemy has my MCV?!
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freedom fighter
General


Joined: 14 May 2009

PostPosted: Tue Jun 23, 2009 3:22 pm    Post subject:  Why can't I build this?! And WTF does the enemy has my MCV?!
Subject description: WHY?!?!
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Rats! More probs Sad For some reason I can't build the Battle Lab which is owned by my new custom country Confused Code as follows:

Code:
[IATECH]
UIName=Name:IATECH
Name=Soviet Battle Lab
BuildCat=Tech
Prerequisite=IAWEAP,IARADR,IACNST
Strength=500
Image=NATECH
Armor=wood
TechLevel=7
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Illuminati,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LG,DBRS10LG
MaxDebris=10
MinDebris=5
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=200, 325, 200
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial


Take note that the code has TechLevel=7 and Prerequisite=IAWEAP,IARADR,IACNST (these structures exists!) tags in it. It SHOULD be available when all of the prerequisite structures have been built but it doesn't appear in the sidebar (WTF?!?!) Sad Also, its already included in the [BuildingTypes] list so it SHOULD be available, but NOOOOO, it wasn't! #Mad Any help?


Also, how do I prevent other Soviet countries starting off with my new country's MCV? (My new country has it's own MCV but other Soviets (my new country was once Cuba) also has it as a starting unit, along side their own MCV Confused )

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Jun 23, 2009 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Owner=Illuminati on your MCV.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Wed Jun 24, 2009 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Did that already. But why can't I build the battle lab?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jun 24, 2009 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you modify the Force Shield at all any?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jun 24, 2009 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you listed IATECH under PrerequisiteTech (might be wrong spelling), if so use the search function to find GATECH

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Thu Jun 25, 2009 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Just a note, if you're creating new buildings with an old one that exists (like a new Battle Lab), always search for the old ones name so you can find where that's been put, and put your own Battle Lab there too (except on some Prerequisites of units of course)...Sorry if this sounds confusing.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Jun 25, 2009 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use CTRL+H and replace with something like (YATECH,NEWTECH) and i keep going down until i decide i dont want it to be there (like units).

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Fri Jun 26, 2009 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Great! I can build the battle lab now Smile But now my only problem is that enemy soviets also have my new faction's MCV at the start of the game Confused Here is it's code:

Code:
[IMCV]
UIName=Name:IMCV
Name=Illuminati Construction Vehicle
Prerequisite=IAWEAP,IADEPT
Strength=1000
Category=Support
Armor=heavy
DeploysInto=IACNST
TechLevel=10
Sight=6
Speed=4
Owner=Illuminati
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVSovietSelect
VoiceMove=MCVSovietMove
VoiceAttack=MCVSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
DeploySound=PlaceBuilding
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher


What should I do so that enemy soviets don't start with it? (they still build a base with their own MCV btw...)

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jun 26, 2009 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe its your new side/country coding.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Fri Jun 26, 2009 1:13 pm    Post subject: Whats with the transporters? Reply with quote  Mark this post and the followings unread

My technical and buffalo transport does not show pipscales ingame Confused The tags needed for transport units are ALREADY in both units coding. Heres their coding:

Code:
; Technical
[TECHNI]
UIName=Name:TECHNI
Name=Technical
Image=TECHNI
Prerequisite=IAWEAP
Primary=50cal
Strength=198
Category=Transport
Armor=heavy
Turret=yes
IsTilter=yes
DeployTime=.022
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
AllowedToStartInMultiplayer=no
Sight=8;6
Passengers=3
Pipscale=Passengers
Speed=9
CrateGoodie=no
Crusher=yes
Owner=Illuminati
Cost=500
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LasherTankMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
SizeLimit=2
OpportunityFire=yes
ElitePrimary=50calE
BuildTimeMultiplier=1.5;Individual control of build time
Bunkerable=no

;Buffalo Transport
[BUF]
UIName=Name:BUF
Name=Buffalo Transport
Image=BUF
Prerequisite=IAWEAP,IATECH
Primary=20mmRapid
Strength=250
Category=AFV
Armor=heavy
Turret=yes
Pipscale=Passengers
Passengers=6
OpenTopped=yes
DeployTime=.022
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=3
Sight=8
Speed=5
CrateGoodie=no
Owner=Illuminati
Cost=1300
Soylent=1300
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LasherTankMoveStart
CrushSound=TankCrush
AllowedToStartInMultiplayer=no
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
SizeLimit=2



Help anyone?

Also I still don't know how to solve that MCV problem Confused

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Fri Jun 26, 2009 2:10 pm    Post subject: Re: Whats with the transporters? Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
But now my only problem is that enemy soviets also have my new faction's MCV at the start of the game Confused

Have you tried to put AllowedToStartInMultiplayer=no tag in your MCV?

freedom fighter wrote:
My technical and buffalo transport does not show pipscales ingame Confused

PipScale=Passengers

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Jun 26, 2009 4:16 pm    Post subject: Re: Whats with the transporters? Reply with quote  Mark this post and the followings unread

Lexa wrote:

Have you tried to put AllowedToStartInMultiplayer=no tag in your MCV?


NO! That is ridiculous. If you have looked at the original MCVs, you see no such tag, plus it is common sense to let an MCV start in multiplayer.

@freedom fighter post your "BaseUnit="

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