Posted: Mon Apr 04, 2011 11:55 pm Post subject:
My mod's problem topic
Subject description: Mobile Helipad (SOLVED)
I've started modding YR. One question that's irritating me. How do you add new artwork? I added my new unit. No trouble. Art.INI complete. My problem is adding new artwork myself.
So tell me what step is wrong.
1. Get the voxel and HVAs.
2. Put them in "expandmd98" <---guess
3. Put the units in the string table under NAME.
4. Add the unit's art coding.
5. Add the unit's rules coding.
6. Play and test.
Hmm? Sorry for not putting much info. I've added a few new units such as the Fortress Bomber but the artwork was already there in localmd.mix. I have everything a unit needs. It has to be the mix, right? Last edited by PePsiCola on Sat Apr 09, 2011 11:24 pm; edited 3 times in total QUICK_EDIT
You don't need to compile it in MIXs. If only for test, just copy it in game directory, though it had better compact MIXs instead of scattered stuffs when you release your mod.
Step 3 is not necessary if you only want to test a new artwork. QUICK_EDIT
Do NOT, for any reason, listen to gamefreak11221 at all. He has NO idea what he's talking about.
For voxels and hva files, you do not need to put them directly into a .mix file before loading up the game. As long as your voxel, hva, and ID in artmd.ini are the same, the unit should appear ingame.
For example:
tank.vxl (the body)
tanktur.vxl (the turret)
tank.hva (the body hva)
tanktur.hva (the turret hva)
and in Artmd.ini, you'd start the art section as
[TANK]
Voxel=yes
...
If you're still having issues, post again. QUICK_EDIT
For the 2nd part, put the voxel and hva in ra2.mix>conquer.mix
Under no circumstances should you ever put anything in or alter the games exisiting mix files. Either use an expandmd*.mix or directory. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Tue Apr 05, 2011 8:32 pm Post subject:
Airstrike
Wow this is humiliating for someone like me who's been modding TS for a year. Old rookie mistake, I didn't create the Mobile Helipad's weapon. I guess I was so caught up in YR's modding features that I forgot an old feature...
But it happened with some other custom unit with custom artwork which IEs upon start and had an exsisting weapon.
EDIT:New problem. Korea is pretty much complete and all I need is to create the Airstrike special weapon. I'm sure many have faced this struggle. There is no airstrike tutorial...
What do I do with this coding to make it work?
Code:
[KORADR] ; also I can't build the battle lab, must be this coding.
UIName=Name:GAAIRC
Name=Korean Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Alliance
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
SuperWeapon=KoreanAirstrikeSpecial
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
; Paratrooper Drop Plane
[ASPLANE]
UIName=Name:ASPLANE
Name=Airstrike Bomber
Strength=650
Category=AirLift
Armor=light
TechLevel=-1
Primary=BombStrike ; Doesn't really fire it; dummy weapon
Spawned=yes ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
[KORADR]
UIName=Name:GAAIRC
Name=Korean Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Alliance ;also GAAIRC has ForbiddenHouses=Americans, Alliance
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
SuperWeapon=KoreanAirstrikeSpecial
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
On a sidenote, why does a folder called "Klin" appear when I shut off my game and contain a ra2md.csf. I feel this may be either the problem or the solution. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
hmmm, I dont see any reason why it becomes unbuildable. Unless your not meeting the prerequisites for it. Everything looks in order.
As for the Kiln folder, I believe thats a folder FA2 uses, but not sure what its used for. But the .csf file should be in the FA2 directory and the Kiln folder. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Is the SuperWeapon able to be used with superweapons off? That's all I can see right now. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
It is usable with superweapons off. I've used the airstrike tutorial but I didn't follow it correctly for I just wanted to get it working. It works but for some reason it acts like a Spy Plane (shroud reveal as well) and therefore doesn't drop bombs even though SpyPlaneType=ASPLANE which is the Airstrike Plane. But that can't be why it happens.
For now, I've disabled the KORADR. (From building prerequisites, build radar, and TechLevel is -1) If you guys find a solution, I'll reenable it since the superweapon isn't working yet anyways.
I don't mean to be impatient but how do you create a defensive structure that only certain countries build? The Howitzer Turret is only available to the British and French yet all Allied countries build it. If it's not under the BuildBaseDefenses, my guess is they'll only build one like the Grand Cannon. And the Patriot Missile System Mk.II replaces the Patriot Missile System for Korea but they build the regular Patriot Missile even on Korea. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Apr 10, 2011 11:47 pm Post subject:
And use RequiredHouses.
Regarding the SpyPlane... Are you sure your Mission and Action are correct? I do remember there were may trial-by-errors @ me when I created mine... but I don't remember how I fixed it. I can't spot any differences between the code I'm using right now and the code I posted months ago. QUICK_EDIT
; SAM
[AASAM]
UIName=Name:AASAM
Name=Patriot Missile Mk.II
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=9
Prerequisite=TECH,GACNST
Adjacent=4
Sight=10
Image=NASAM
ROT=8
Owner=British,French,Germans,Americans,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Alliance
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=SuperRedEye
ElitePrimary=SuperRedEyeE
Trainable=yes
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF
EliteAbilities=STRONGER,FIREPOWER
Powered=yes
Turret=yes
TurretAnim=SAM
TurretAnimIsVoxel=true
;TurretAnim=NASAM_A
;TurretAnimIsVoxel=false
;TurretAnimX=-2
;TurretAnimY=10
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
; That's right, base defenses can now become veteran and elite.
I get it. The Grand Cannon isn't a base defense. It's like an Ore Purifier, they'll only build one. I think I got it. If it doesn't work, I'll return. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
are you trying to make this buildable for Alliance only?
LHMouse wrote:
RequiredHouses= does not work on base defenses, only Owner does.
AI players ignore RequiredHouses= when they pick base defenses. If you add GTGCAN into [AI]\AlliedBaseDefenses= then all AI Allied players will build Grand Cannon, unless you remove all the other 4 Allied countries from [GTGCAN]\Owner=. _________________ Fusion Reactor upgrade is complete.
So the solution is, make Patriot Missile Mk.II have just Owner=Alliance and put it under AlliedBaseDefenses?
Anyways, there's a new problem. Why won't my mod work if I add on UseAres=yes? It says something about the DLL being missing but it's in the directory. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Apr 22, 2011 9:54 am Post subject:
Cranium, UseAres=yes is a LaunchBase flag.
The DLL error is known. When a mod which uses Ares starts in LB, LB verificates Ares's MD5. (Using a custom Ares revision /UseAres=no, creating a syringe folder, copying the Ares.dll and Ares.dll.inj there/ will result with a check of Syringe.)
The bug is that this verification will always be a failure, because the MD5sum somewhy became corrupt in the process. Because it failed, LB deletes the file and tries to redownload it. Which indeed can result with an error. I guess LB requires a good net connection to this.
If you ask me, trick LB into using a custom Ares revision, since Syringe is much smaller, it has more chance to redownload successfully. Not perfect, but works 8-9 times out of 10. QUICK_EDIT
I know UseAres=yes/no is a LB flag, I thought he was only trying to use that with just the ares.dll in his directory. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
All of them are in my directory. By the way, I always use Launch Base to run Ares and I completely forgot about Syringe like it doesn't matter. And to think all this time it's been normal YR modding features I've used.
On the other hand, I have one small little problem. I want the AI to build the faction super units. Each country has it's own that costs 3000 with a build limit of 4. They send two of them in the taskforces. They work fine. Then I try with Allied's main super unit (Soviet's and Yuri's too) which cost 5000 with a build limit of 1. They won't build them probably due to the cost. So I made a copy that costs only 1000.
Result. It works but IIRC, they won't build units that have TechLevel=-1 even if they are in the taskforces. So I can't play without seeing a second cameo that builds the same thing which is an AI version.
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