Are you sure that the modified ini is included in your mod? IIRC, the standard build script doesn't copy it (been a long time since using it...).
Also, make sure to change both the Faction[Name] and Side= setting.
I have added the playertemplete.ini and when i build the mod i get an error saying
XML formatting error encountered in file:///c:/program files/electronic arts/ command & conquer 3/mod sdk/mods/gdi/data/playertemplate.ini (line 1, position 1):
Data at the root level is invalid. Line 1 , position1.
have uploaded the playertemplate.ini file so you can check if i done anything wrong
Uh, sorry, that wasn't what I had in mind. The xml-includes as used in the mod.xml etc. are only for xmls (the .w3x is an xml format too). Using it for other file types, like ini, mp3 or dds, will crash the modbuilder as it only expects to have xmls there.
Ini files are added by having them copied directly into your mod's .big file. The easiest way to do this is to just dump them in the folder where the mod-sdk stores your compiled files. This can be done automatically by the buildmod.bat, however the original one does not do so.
If you don't know much about .bat, the easiest way to solve this problem is to use a pre-modified .bat like CodeCat's. With this one, every ini placed in /Mod SDK/Mods/[YourMod]/data/ini will automatically be added to your mod. _________________ Off Duty. QUICK_EDIT
Uh, sorry, that wasn't what I had in mind. The xml-includes as used in the mod.xml etc. are only for xmls (the .w3x is an xml format too). Using it for other file types, like ini, mp3 or dds, will crash the modbuilder as it only expects to have xmls there.
Ini files are added by having them copied directly into your mod's .big file. The easiest way to do this is to just dump them in the folder where the mod-sdk stores your compiled files. This can be done automatically by the buildmod.bat, however the original one does not do so.
If you don't know much about .bat, the easiest way to solve this problem is to use a pre-modified .bat like CodeCat's. With this one, every ini placed in /Mod SDK/Mods/[YourMod]/data/ini will automatically be added to your mod.
Is there any other files i need to make to add a new faction as it still doesn't seem to work?? QUICK_EDIT
Are "countries" within factions possible, or is that KW only?
I havnt looked into that yet, however i will be at a later date, first i am still getting the skermish to run, as you can imagion 5 new sides, all with new units, buildings, upgrades.... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jul 23, 2009 10:40 am Post subject:
Ixonoclast wrote:
Are "countries" within factions possible, or is that KW only?
In KW all units/structures where unique per army. This means IE that Nod, MoK and BH all get their own Scorpion tank. MoK and BH don't use the Nod version QUICK_EDIT
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