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Moding and harvesters
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Kennet0508
Civilian


Joined: 18 Jan 2010

PostPosted: Mon Jan 18, 2010 8:39 pm    Post subject:  Moding and harvesters
Subject description: Troublesome
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hi Smile

I have recently started playing tiberian sun again and as so i have also begun looking into the mods that exist for it,

up untill now retro is the best mod out there for me, seeing as TI and Oddesey isnt out yet ( Exclamation waiting patiently Exclamation )

but there are problems ofcourse, retro mod has an uncappable radar, wich i managed to fix after a lot of reading and studying this page, trials and errors included..

but thats not important, what bugs me, is that there are 2 more bugs that irritate the heck out of me.
1: trucks (loaded) does not drop crates anymore (i think it has 2 much debris when it explodes, and
2: when you capture a refinery the harvester no longer converts to your side..

the question is easy, does anyone what i can do to fix this? what parameters to change.

seeing as i have seen all the talented people on theese forums,
i hope someone has a quick and easy solution for me =)

thx in advance
Kenneth

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jan 18, 2010 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome to PPM.

I'm unfamiliar with Retro's coding but I highly doubt the loaded trucks lack of a free crate is due-to it's explosions and debris. Check to see if the Loaded truck has the tag 'CarriesCrate=yes' in it's code. There is a basics tag in map files that can determine whether or not they will give free crates 'TruckCrate=' (yes/no). This basic option will only have effect if the 'CarriesCrate=yes' tag is existent on the loaded truck of course.

As for the capturing the refinery and harvester converting issue. From what I remember it's due-to TS:Retro's refinery being 3x3 foundation. Refineries used the 3x4 foundation with a bib, which once captured while the harvester is unloading, it would change house along with the refinery. Go to art.ini and change the refineries 'Foundation=' parameter to 4x3 and see if that fixes it.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jan 18, 2010 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro is correct about the Refinery. The crate however won't appear because in TSR, they were made destroyable. What this means is that when your truck gets blown up, so does the crate within.

In the Overlays section in Rules.INI, you can find the entry for the Goodie crate (the one you're talking about). There should be a flag "Explodes=" or something like that. Change it to "no".

_________________


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Kennet0508
Civilian


Joined: 18 Jan 2010

PostPosted: Mon Jan 18, 2010 10:22 pm    Post subject: thx for fast feedback Reply with quote  Mark this post and the followings unread

Thx u guys Very Happy going to try this now, ill post if it works or not in maybe 5 - 10 min

but if youre right about the refinery im going to be sad panda, cause i like the fact thats its 3x3

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Kennet0508
Civilian


Joined: 18 Jan 2010

PostPosted: Mon Jan 18, 2010 10:52 pm    Post subject: well.... Reply with quote  Mark this post and the followings unread

the harvester thingy worked when i added the last segment to it 4x3, but i changed that and the crate, and now something is crashing the game, so i think im going to keep trying a bit more, but it definetly worked, the harvester turned once i captured the base.

think there is a posibility to get that working on a 3x3 tile aswell? if theres a lot of coding i wont bother...

now back to the crate and why the game chrashed :\
i think all i did was change

[CRATE]
Name=Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=yes
Land=Clear
DrawFlat=false
"Explodes=no (only changed this from yes)"

In the original ini (from cncden) explodes isnt even there, maybe removing it will fix it, havent even gotten to test it yet thou

*Edit*

Crates stay but a custom map stopped working after the changes... well, nothings perfekt i guess =p but im still happy, campain works and thats all i wanted (the lvl that didnt work was a custom map called FS Pheonix (2-3)

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jan 18, 2010 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Kennet0508
Civilian


Joined: 18 Jan 2010

PostPosted: Thu Feb 11, 2010 2:45 pm    Post subject:  Necro Reply with quote  Mark this post and the followings unread

sorry for bringing this thread back again, but..

lets summarise, i did the changes in the mod and got it all working, changing the refinery to 4x3 worked, changing the gradar to capturable worked exept for...

GAAAH the Chameleon spy cannot capture radar's still, even with vanilla rules on them,
so i dont see why there should be a problem, any ideas to fix this?

Retro mod and nod mission destroy Mammoth MKII prototype
u start out with one chameleon spy and need to cap a radar, u've all been there =p

but with the changes retro mod does it is not possible to make it work, even thou

[GARADR]
Image=GACOMM
Name=Comm. Center
Prerequisite=PROC
Strength=1000
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=GDI
Cost=1000
Points=60
Power=-40
Powered=true

"Capturable=true" This is the rule i changed, so it should work right?

VoiceSelect=COMMSEL1,COMMSEL2,COMMSEL3
Crewed=no
Explosion=TWLT024,S_BANG34,S_BRNL20,S_CLSN42,S_TUMU22
MaxDebris=6
ThreatPosed=0
Upgrades=3
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=440,200,200
AIBuildThis=yes
DeploySound=RADRBUILD
IsPlug=true
IonSensitive=yes
VoiceDie=EXPL4,EXPL5,EXPL6,EXPL7,EXPL8,EXPL9,EXPL10,EXPL11,EXPL12,EXPL13,EXPL14,EXPL15

anyone have any thoughts to what needs changing? to make it work

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Feb 13, 2010 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a specific reason they aren't capturable, when you infiltrate radars (which uses the same tag to enable it) it reveals the units movements not only to you but to everyone. So to solve this, the radars are uncapturable which also prevents spying.

EDIT: It will either be true or yes, just check other buildings to find out. Your best bet though is extracting the map from the nod cd (or find it if it is changed by the mod) and open it in notepad and add this to the top or bottom:

[GARADR]
Capturable=true/yes (the tag, might of misspelled it though)

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