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Third Side Question
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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Sat Jan 09, 2010 4:02 am    Post subject:  Third Side Question Reply with quote  Mark this post and the followings unread

I've gone through and followed a tutorial on how to add a third faction, got it working and everything just fine. But I cannot build the Power Plant, it's darkened out. I was able to get it working by making the MCV the MCV start in multiplayer, and when I placed another I was able to build it. Can anyone help me solve this problem?

Thanks.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sat Jan 09, 2010 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I was able to get it working by making the MCV the MCV start in multiplayer, and when I placed another I was able to build it.

I don't get what you mean with this Confused


Anyways, you need to create new power plant for your faction just like you did with new MCV/con yard.
Just remember you should add "Owner=NEWFACTION,Special" in the PP's code, where NEWFACTION is the name of your new side.

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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Sat Jan 09, 2010 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I made it where starting units is MCVs, so if I deploy another one I can build it. Seems it's still dependent off the stock construction yard. I also currently have the owner set to MINE,Civilian

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Revolutionary
Commander


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

PostPosted: Sat Jan 09, 2010 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you post a link to the tut you used to create the 3rd side, there are several different ones and we can only help you properly if we know what you have been told to do and have done...

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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Sat Jan 09, 2010 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Sat Jan 09, 2010 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Three things you need:
1) a new MCV for that faction
2) a new Con Yard for that faction which deploys from their faction-specific MCV
3) all buildings then require this new Con Yard, and have Owner=NewFaction,Special (I used an extra dummy house, Token, instead of Special, but the effect is the same I think).

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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Sat Jan 09, 2010 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Special would be what exactly? I duplicate of like NOD / GDI?

I have a new MCV/Conyard.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Sat Jan 09, 2010 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Special is one of the default in-house teams, but is unplayable like Civilian. All buildings for your new faction need to have this added to their Owner field - so that you have Owner=NewFaction,Special - in order for the buildings to be buildable by that new faction. Do not ask me WHY you need that extra owner though...

As for that tutorial you linked to - there is NO need to create a Nod-specific MCV. You also do not need to add your new structures to the AI behavioural block at the top of rules.ini, since - as far as I know - the AI will not use the detail from that block anyway. Unless you code your own AI via ai.ini, but I get the idea you are not quite at that stage yet.

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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Sat Jan 09, 2010 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have done what you suggested, and it seems it still will not undarken the power plant, I'm not sure exactly what I'm doing wrong.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sun Jan 10, 2010 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Right, I'll post example codes from my mod so you can look what's frong.

Ignore the names and use yours instead.
MCV code:
Code:
[CMCV]
Name=Mobile Matter Transmitter
Prerequisite=CAGREAB,CAFACT,CATECH   ;ignore these, they're just for building the MCV
Strength=1000
Image=MCV                                            ;you need this if you have no own art for it
Category=Support
Armor=heavy
DeploysInto=CACNST                               ;your new con yard
TechLevel=1
Sight=6
Speed=3
Owner=CABAL,Special                             ;owner is your new faction + special
CrateGoodie=no
AllowedToStartInMultiplayer=yes              ;important
Cost=2500
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15


Con Yard code:
Code:
[CACNST]
Name=Matter Transmitter
Image=GACNST                                           ;same as above
ConstructionYard=yes                                   ;needed
Strength=1000
Armor=heavy
TechLevel=-1
Adjacent=2
Factory=BuildingType                                    ;important, too
UndeploysInto=CMCV                                   ;if you like it to be able to undeploy
Sight=6
Owner=CABAL,Special                                   ;IMPORTANT
Cost=2500
Points=80
Power=0
Capturable=true
Crewed=yes
Upgrades=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no


And finally, the power plant:
Code:
[CAGREAB]
Name=Tiberium Reactor
Image=NAPOWR                              ;can use GAPOWR or NAAPWR, too
Strength=750
Prerequisite=CACNST                       ;use the con yard as prereq
Armor=wood
TechLevel=1
Sight=4
Adjacent=2
Owner=CABAL,Special                      ;again, this is important
Cost=300
Points=40
Power=100
Capturable=true
Storage=30
PipScale=Tiberium
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no


If you use this, it should work. Oh, and remember to add your new buildings and units to building/vehicle types list Wink

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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Sun Jan 10, 2010 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes that worked, thank you ^_^

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Jan 11, 2010 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

So what did you do differently? Was it your power plant that lacked the Prerequisite=NewConYard?

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vladek515
Grenadier


Joined: 26 Nov 2009
Location: Yellow zone

PostPosted: Thu Feb 18, 2010 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'm going to try this too i have the same problem

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Thu Feb 18, 2010 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guys, is there NO tutorial on these boards that you can use? I find the lack of support somewhat shocking... And spoon-feeding every new member is NOT effective...

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