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How Do I Add A New Faction
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scorpion091178
Medic


Joined: 23 Apr 2009

PostPosted: Thu Jun 18, 2009 11:32 am    Post subject:  How Do I Add A New Faction Reply with quote  Mark this post and the followings unread

Can anyone tell me how to add a new faction please,

I have looked at the playertemplate, copied/pasted the gdi faction and renamed it Boss and told it to start with all three MCVs.

What else am i missing??

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Thu Jun 18, 2009 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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scorpion091178
Medic


Joined: 23 Apr 2009

PostPosted: Sat Jun 20, 2009 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Golan wrote:
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

thx



PlayerTemplate.ini
 Description:

Download
 Filename:  PlayerTemplate.ini
 Filesize:  7.58 KB
 Downloaded:  101 Time(s)


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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Sat Jun 20, 2009 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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scorpion091178
Medic


Joined: 23 Apr 2009

PostPosted: Sat Jun 20, 2009 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do i have to add the new faction in to the mod.str file like any other new building i do.

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scorpion091178
Medic


Joined: 23 Apr 2009

PostPosted: Thu Jun 25, 2009 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Golan wrote:
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??

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Darkwander
Medic


Joined: 18 Jan 2005
Location: Australia

PostPosted: Wed Jul 22, 2009 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I might be able to help you with this, let me know where you are up too...

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Jul 22, 2009 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Just how many factions can be added in vanilla C&C3?

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Darkwander
Medic


Joined: 18 Jan 2005
Location: Australia

PostPosted: Wed Jul 22, 2009 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:
Just how many factions can be added in vanilla C&C3?


Well i have added another 5 fractions and currently have all 8 selectable and playable.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Jul 22, 2009 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are "countries" within factions possible, or is that KW only?

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Darkwander
Medic


Joined: 18 Jan 2005
Location: Australia

PostPosted: Thu Jul 23, 2009 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:
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....

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jul 23, 2009 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Wink

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