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Creating a new unit
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Nov 17, 2002 3:46 pm    Post subject:  Creating a new unit Reply with quote  Mark this post and the followings unread

Quote:
Tutorial Name: Creating a new unit in Tîberian Sun
Made by: Banshee
Dificulty: Very easy

Attention! You can post this tutorial in any forum you wish as long as I'm credited. If you wanna post it in your site, ask me first by e-mailing to webmaster@ppmsite.com.



Before making a new unit, you must have 2 things in mind:

1) What kind of unit it will be? Infantry, vehicle, aircraft or building?
2) What will be the atributes of it, I mean, how you call it? What sorta of abilities, weapons, etc it will have?

With that in mind, go to the list of the type the unit which you will build and add a non-used number in the end with the internal name of your unit. Example, if you wanna create an infantry called Sniper and wants the game recognizes it internally as SNIPER (Internal name), then go to infantry list and add it in the end. If it's your first new infantry and the others weren't edited, you'll see something like that:

Quote:
[InfantryTypes]
1=E1
2=E2
3=E3
4=MEDIC
5=WEEDGUY
6=ENGINEER
7=MUTANT
8=CIV1
9=CIV2
10=CIV3
11=JUMPJET
12=DOGGIE
13=CYC2
14=UMAGON
15=GHOST
16=MHIJACK
17=SLAV
18=CHAMSPY
19=MWMN
20=MUTANT3
21=OXANNA
22=TRATOS
23=CYBORG
24=CTECH
25=SNIPER



Observe the last line. 25 is the unused number, and SNIPER is how the game will internally recognize your unit. If you wanna make a vehicle, declare your unit in [VehicleTypes]. If it's an aircraft, declare it in [AircraftTypes]. If it's a building, declare it in [BuildingTypes].

The internal name is how the game will recognize it when you write the properties of it later or when you add it in any taskforce in ai.ini. However, the game doesnt show this name to the user who is playing, unless it's the same name from the property Name=.

The second part is to take a similar unit and "clone it" (copy and paste) and change it's properties until it reaches what you wish.

A Sniper should be similar to Umagon, so let's clone Umagon. Here is the original code from Umagon:

Quote:
[UMAGON]
Name=Umagon
Category=Soldier
Primary=Sniper
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=yes
Strength=150
Armor=light
TechLevel=-1
Sight=7
Speed=5
Owner=GDI
Pip=white
AllowedToStartInMultiplayer=no
Cost=400
Points=5
Trainable=no
VoiceSelect=10-I000,10-I002,10-I004,10-I006
VoiceMove=10-I016,10-I020,10-I022
VoiceAttack=10-I024,10-I026,10-I028,10-I030
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes


Now, let's modify it, so we have the Sniper:

Quote:
[SNIPER]     ; Note that this line now have the Internal name of your unit.
Name=Sniper   ; The player will see the name when the cursor is over the unit or in the sidebar.
Prerequisite=GAPILE,GATECH
Category=Soldier
Primary=Sniper
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=yes
Strength=150
Armor=light
TechLevel=-1
Sight=7
Speed=5
Owner=GDI
Pip=white
AllowedToStartInMultiplayer=no
Cost=400
Points=5
Trainable=no
VoiceSelect=10-I000,10-I002,10-I004,10-I006
VoiceMove=10-I016,10-I020,10-I022
VoiceAttack=10-I024,10-I026,10-I028,10-I030
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes


Now, you do the changes you want in it. Example:

Quote:
[SNIPER]     ; Note that this line now have the Internal name of your unit.
Image=TRATOS
Name=Sniper   ; The player will see the name when the cursor is over the
unit or in the sidebar.
Prerequisite=GAPILE,GATECH
Category=Soldier
Primary=Sniper
CrushSound=SQUISH6
Strength=180
Armor=none
TechLevel=9
Sight=7
Speed=5
Owner=GDI
Pip=white
AllowedToStartInMultiplayer=no
Cost=1200
Points=25
VoiceSelect=13-I000,13-I002,13-I004,13-I006
VoiceMove=13-I008,13-I010,13-I012,13-I014
VoiceAttack=13-I016,13-I018,13-I020
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=45 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes



Important Considerations:

- The name of the unit should be equal to the name of the image declared in art.ini OR the atribute Image=XXXXX must exist (XXXXX is a name of an image declared in art.ini). Otherwise the game will report an internal error. If the image doesnt exist, your unit will be invisible to human eyes, but not to AI "eyes".
- Primary= MUST EXISTS and points an existing weapon or "none". Otherwise the game will also report an internal error.
- Internal name MUST EXIST AND FIT THE DECLARED ONE, otherwise the unit will not appear.
- Name= should exist, since we dont want to build a nonamed unit
- The atributes which are not used in the unit may use it's original value.


That's all for now and enjoy modding.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

Last edited by Banshee on Mon Nov 07, 2016 4:14 pm; edited 7 times in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Nov 17, 2002 7:05 pm    Post subject: Another tutorial about cloning units, from Jim Morley Reply with quote  Mark this post and the followings unread

Quote:
Tutorial Name: HOW TO MAKE CLONE UNITS IN TIBERIAN SUN
Made By: Jim Morley, from Afterglow
Dificulty: Easy

Attention! If you are unhappy with your tutorial posted here, e-mail me at webmaster@ppm.entexplode.com and your tutorial will be deleted from this board.




Purpose
Clones are the easiest "new" units to make. It takes just two steps to make a 100% clone and everything is in the RULES file. Later, in another section, we will discuss making slightly harder clones that use some of the unused Tiberian Sun graphics.

Your First Clone
To make a clone you need to do two simple things. The first, as in ALL new units, is that you must add a line one of the lists. In this case will be making a new vehicle, so put something like "52=XARMOR". Make sure that the number you choose is not a duplicate of any on the list. That completes the first part. Hard wasn't it? Now for the fun stuff.

Find the entry for SMECH, aka the Wolverine. Make a copy of it and put a duplicate just below the first. Now modify it as follows:

Quote:
; X-Armor - Afterglow Version
[XARMOR]
Image=SMECH ; needed to use the graphics
Name=X-Armor ; the new name
Prerequisite=GAWEAP
Primary=LaserFire2 ; just like the movie!
Secondary=Dragon ; just like the movie!
Strength=200
Category=AFV
Armor=light
Turret=no
IsTilter=no
TooBigToFitUnderBridge=true
TechLevel=2
Sight=6
Speed=6
CrateGoodie=yes
Owner=GDI
Cost=700
Points=25
ROT=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=15-I000,15-I006,15-I040,15-I042
VoiceMove=15-I024,15-I044
VoiceAttack=15-I006,15-I046
VoiceFeedback=
MaxDebris=2
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=VEIN_PROOF
Accelerates=false
ImmuneToVeins=yes


One important line you MUST have is "Image=SMECH". This lets our clone use the built-in graphics, including the sidebar icon. You can continue to tweak this as you like, but this unit now matches what we saw in the movie at the end of Tiberian Dawn. I think you will find it a fairly powerful unit, but it is fun to play with.

Making An Infantry Clone
Many people have asked for a "sniper"-like unit. Westwood come close, but we can cook ourselves a differnt version. Step one is to add a line at the bottom of our infantry list such as "25=WRAITH". Remembering to use a non-duplicate number. Now go down to the infantry section and make a copy of CYBORG and make a duplicate entry. Now make the following changes:

Quote:
;Wraith Sniper - Afterglow Version
[WRAITH]
Image=CYBORG ; needed to use graphics
Name=Wraith
Category=Soldier
Prerequisite=none
Primary=Sniper
CrushSound=SQUISHY2
Crushable=no
TiberiumProof=yes
TiberiumHeal=yes
Fearless=yes
Cyborg=yes
Pip=white
Strength=300 ; w350
Armor=light
TechLevel=4
Sight=5
Speed=4
Owner=Nod,GDI
Cost=350
Cloakable=yes ; he hides well
CloakingSpeed=5 ; but takes a bit
CloakStop=yes ; but only if he stops moving
Points=5
VoiceSelect=22-I000,22-I002,22-I006
VoiceMove=22-I008,22-I010,22-I014,22-I016,22-I020
VoiceAttack=22-I008,22-I010,22-I012,22-I018
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
DamageParticleSystems=SparkSys
ThreatPosed=15 ; This value MUST be 0 for all building addons
EliteAbilities=none
ImmuneToVeins=yes


So now we have a Cyborg with the ability to hide when it is stopped. It's armed with a Sniper Rifle. Sprinkle some of these around your base to stop those pesky Engineer rushes.

Another Clone Vehicle
This one is very simple, we just make a copy of Nod's Sub-APC, change a few lines and use differnt graphics. Don't forget to add it to your list.

Quote:
; GDI Subterranean APC
[GSAPC]
Name=Subterranean APC
Image=APC ; we'll use differnt graphics.
Prerequisite=none
Strength=175
MoveToShroud=no
Category=Transport
DeployTime=.022
Armor=heavy
Turret=no
IsTilter=yes
TechLevel=6
Sight=5
PipScale=Passengers
Speed=5
CrateGoodie=yes
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=800
Points=25
ROT=5
Crusher=yes
Passengers=5
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=4
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
MovementZone=Subterannean
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
SpecialThreatValue=1
ZFudgeColumn=7
ZFudgeTunnel=13


By now you should be getting ideas of your own.

Making A More Advanced Clone Unit
Now we'll do a little more work and make us a new unit by using the graphics from one of the unbuildable units. However, because it is unbuildable it doesn't have an icon. What can we do? All that we have to do is go into the ART.INI file and "borry" an icon from another unit. For this exercise, we will be making a Scout out of the MWMN infantry unit.

The first step is to go into ART.INI and add an icon, like so:

Quote:
[MWMN]
Cameo=UKAGICON ;borrowed from Umagon
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2


Next we add a line to the bottom of the Infantry Type List in the RULES.INI file such as "26=SCOUT". Now make a copy of the MWMN entry and edit it to math this:

Quote:
[SCOUT]
Image=MWMN ;we use the MWMN graphics
Name=Scout
Category=Soldier
Primary=M1Carbine
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=no
Strength=150
Armor=none
TechLevel=1
Sight=6
Speed=5
Pip=blue
Owner=GDI,Nod
Cost=300
Points=5
AllowedToStartInMultiplayer=no
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes


And now you have a new infantry unit which is tough and fast, but isn't a combat monster. But wait! There's no voices? What can we do? Why borry from another unit, that's what! Go down to Oxanna and copy the voice lines from her. You should end up with an entry that looks like this:

Quote:
[SCOUT]
Image=MWMN
Name=Mutant Soldier
Category=Soldier
Primary=M1Carbine
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=no
Strength=50
Armor=none
TechLevel=1
Sight=6
Speed=5
Pip=blue
Owner=GDI,Nod
Cost=300
Points=5
AllowedToStartInMultiplayer=no
VoiceSelect=11-I000,11-I002,11-I004,11-I006
VoiceMove=11-I008,11-I010,11-I012
VoiceAttack=11-I014,11-I016,11-I018
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes


So now you've made a new unit with the graphics from one, the icon from another, and the voice from a third. If you understood this example you are well on the way to becoming an "inimaster".

Summery
Clones are the easiest "new" units you can make. Always remember to add them to the proper list so that Tiberian Sun will see them. It is very easy to make a unit that is too powerful, try to keep a balance. For example, if the unit can cloak don't give it super armor. Be prepared to tweak new units dozens of times before you get the "feel" you want.

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Thu Mar 13, 2003 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want to create a new unit but with a turrent from a different vechile. For example taking the turrent of the mammoth tank and putting it on the body of the Hover MRLS. Also is there any way to make a orca fighter act more like a real jet fighter, e.g. make it so it follows an enemy aircraft and shoots at it and does damage? I tried makeing a clone of an orca act like a fighter by editing its locomotion and adding JumpCannon (JumpJet Infantry Weapon) but that didn't work. Last thing is there any newbie tutorials that are really easy to understand that show people how to make custom units for Tiberium Sun? I have the voxel editor, mix editor, and many of the other editors used for this process but are still clueless on how to create and add it to the game.

Thanks
Very Happy

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Mar 13, 2003 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

To make the new unit with the mammoth turret and mlrs body (although i reccomend the other way around) you need to open the XCC mixer and find tibsun.mix and then local.mix, next find the voxel's you want (in this case 4tnkbarl.vxl and 4tnktur.vxl and hvr.vxl) and the corresponding HVA files. Then rename the files to whatever you like but make sure that the turret and barrel voxels retain the 'tur' (for the turret) and 'barl' (for the barrel at the end of the name (****tur.vxl, ****barl.vxl and ****.vxl, the stars can be whatever you want but must be the same for all files).
Then do the same with the HVA's and your almost there.

Open XCC mix editor and create a new mix file called ecache**.mix (where ** is a number between 01 and 99), then insert the 6 files (3 voxels and three HVA's) into this mix, compact it and close it.

Put the ecache**.mix into your TS directory (normally C:\program files\westwood\sun). Find the rules.ini open it and edit it to make the new unit and do the same with the art.ini (as explained in the above posts) and put these into the TS directory, load up the game and everything should work fine.

Hope this helps.

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Fri Mar 14, 2003 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

It works, my first unit in a mod I made in my life! woohoo! Shocked Very Happy ,Thanks for the help, it is really apphreited (spl*). Is there any way to add a turrent to an orca or a aircraft unit? also i just tested the game to see if everything else is looking good too. I started with my new unit in skirmish, the Hover Tank in skirmish and didn't go farther into the tech tree. The Hover tank was working correctly. Then I into a problem, after I decided to do another skirmish to see if hidden units were unlocked. Thankfully they all were working fine thanks to the website and file glowplugin.zip at http://members.aol.com/ztxjim/tibindex.htm . First of all I added the hidden units except the apach and the hind to be able to be played. This was right after I tested a certain portion of the change All the firestorm units are invisible and all the cameos for them are not there any more, just an empty cameo. Though when the GDI artillery (forget name) is deployed I can see the turrent barrels but not anything else. I don't know if this helps but I put all the art stuff for the hidden units in the beginning of the file. If you like I can put an attachment on to the next reply. ops i think i screwed up the operation of adding attachments, hehe. here we go. Hmm its not allowing me to upload a *.ini file, guess i am going to change it to a text. Doh extension txt not allowed. I could ask the moderator or person in charge if he/she minds if I post or attach my rules.ini and my art.ini, maybe? Well any advice you could share to help me fix this problem would be good anyways.

Thanks

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Mar 14, 2003 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

You're welcome. We hope you practice and improve your modding skills. Remember that anytime you need help, you can count with us Wink. Btw, It's spelled "appreciate" according to the Collins Gem dictionary I have here.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Mar 14, 2003 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zolop wrote:
Is there any way to add a turrent to an orca or a aircraft unit?

There's a research on the site about this, its the "perfect jumpjet clone" one i think.
Quote:
All the firestorm units are invisible and all the cameos for them are not there any more, just an empty cameo.

Check the names of the mixes you put them in, cameos should be in an ecache**.mix (**= 01-99) and all other bits and pieces, voxels etc..., should be in an expand**.mix file and these need to be in your TS directory (otherwise they wont work).

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Fri Mar 14, 2003 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Checked to see if the expand.mix is in the Tiberian Sun directory, its there. BTW i have 2.0 of firstorm version.

[img]


As you can see the cusom unit the i made is working correctly but the juggernauts aren't, Surprised . Another problem I found was that I couldn't undeploy the Juggernausts. Tested it with the nod reaper and these units were invisible too. Maybe I should first backup the expand.mix and then try adding the voxels and units to the expand.mix in Tiberian Sun directory?

I wish westwood had the time, by the publisher extending the deadline or took the time to finish this game with the hidden units and the buildings, like the uplink threat detector, chameleon spy, Tanks and many others, Confused but i'll still play it Very Happy . It could've approach greatness. but thats just my opinion.

BTW what was the name of the website that was doing the research on the Perfect Jumpjet Clone so i cam add a turrent to my aircraft and make it into air-air combat?

Thanks again!

[/img]

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Mar 14, 2003 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
BTW what was the name of the website that was doing the research on the Perfect Jumpjet Clone so i cam add a turrent to my aircraft and make it into air-air combat?


The name of the website is... huh, guess? Project Perfect Mod... what's the link of it? Hmmm... damn, I dont know...Wink It's in these forums... but not in the Tutorial Forums, but in the TS: Advanced Tech Center... But in your case, there is another post in the same forum that will be better:

http://ppm.entexplode.com/forum/viewtopic.php?t=689

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Tue Mar 18, 2003 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whats up...the forums back Very Happy . You guys know how to make a orca strafe, life the orca bomber does but with a missile weapon. For example, the orca fighter would launch it payload as it comes near but beore it flys over its target, instead of the way the current orca fighter attacks it target. By the way I found out the error in my mod. Maybe it might be because of the newest patch, i really don't know, but when i changed my ecache01.mix file, in my Tiberium Sun directory, to expand02.mix it solved the problem with all my firstorm problems. For example I could see or undeploy and Firstorm units. Also the custom units i created are still working in my mod. Also what the purpose of putting a rules.ini file in a mix file? I've played some TS mods and they have the rules file in their mix.

Thanks

BTW I posted in another forum about how I had problems making the orca in my game act more like a jumpjet and be built from a factory. I found your tutorial on entertainment explosion, banshee, so its all good Very Happy . (about making a air transport)

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Tue Mar 18, 2003 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

ops grammer error, before i changed my mix file, to expand, i *couldn't* undeploy or see and firestorm units

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Tue Mar 18, 2003 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zolop wrote:
Whats up...the forums back Very Happy . You guys know how to make a orca strafe, life the orca bomber does but with a missile weapon.

Try searching the TS Barracks on these forums, there's a research about that somewhere too.
Quote:
Also what the purpose of putting a rules.ini file in a mix file? I've played some TS mods and they have the rules file in their mix.

There isn't a purpose other than to cut down on the number of files and the space they take up (mix files act like miniture zip files and compress files included in them) but it really doesn't matter.

Edit: Ok, i lied, its actually in the advanced tech center here about half way down.

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Thu Mar 20, 2003 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the info, tratos. I ran into another problem, my hvrtank stated to not work again. Also a new unit that I downloaded from a website isn't workings. Its a voxel made by someone else, me2, me2again2@yahoo.com. Though it is produced at the vechile factory with the jempjet locomotor. First heres the code for the hvrtank, from the art.ini and the rules.ini

(Art.ini)

[hvrtank]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

(Rules.ini index of unit is not a duplicate)

;custom unit for GDI
[hvrtank]
Name=Hover Tank
Category=AFV
TargetLaser=yes
FireAngle=32
Prerequisite=GDIFACTORY
Primary=120mmx
Secondary=MammothTusk
TooBigToFitUnderBridge=false
Strength=230
Armor=wood
TechLevel=7
CrateGoodie=yes
Sight=7
Speed=7
Owner=GDI
Cost=900
Turret=yes
Points=30
ROT=5
Crusher=no
Crewed=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=4
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=SELF_HEAL
ZFudgeColumn=12
ZFudgeTunnel=15

(Now heres the other aircraft I am trying to make, Art.ini first)

;Apache Custom
[ah1_pro]
Remapable=yes
voxel=yes
rotors=yes
;end custom aircraft

(index is not a duplicate, but indexed in the vehicle section in rules.ini)

;Custom Unit GDI Fighter
[ah1_pro]
Name=Apach Fighter
Prerequisite=GAFACTORY
Category=AFV
Primary=JumpCannon2
Strength=600
CrateGoodie=yes
Armor=heavy
FireAngle=0
TechLevel=7
Sight=3
Speed=25
Owner=GDI
Cost=1800
Points=60
ROT=5
Crusher=yes
Crewed=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=4
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
Weight=1.5
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15

(heres the vehicle index just incase)

; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it
; requires.

[VehicleTypes]
1=MCV
2=HARV
3=APC
11=4TNK
15=MMCH
16=BIKE
17=SAPC
18=SONIC
19=CAR
21=BUS
22=STNK
23=WINI
24=PICK
27=ART2
29=TTNK
30=HMEC
31=SMECH
32=HVR
34=LPST
35=REPAIR
36=HORV
37=LOCOMOTIVE
38=TRAINCAR
39=SUBTANK
40=BGGY
41=JEEP
42=TRUCKA
43=TRUCKB
44=VISC_SML
45=VISC_LRG
46=ICBM
47=CARGOCAR
48=WEED
49=GHUNTER
50=NHUNTER

;Firestorm units
61=REAPER
62=JFISH
63=JUGG
64=LIMPET
65=MOBILEMP
66=SGEN
67=MOBWARG
68=MOBWARN
69=FLMTNK
70=DEFENDER
71=CMOBILEMP

;Tiberium Dawn and Red Alert Units

72=1TNK
73=2TNK
74=3TNK
75=ARTY
76=FTNK
77=MLRS
78=MNLY
79=MRJ
80=SEEK
81=TRUK

;end

;custom harvesters
87=HARVGA
88=HARVNA

;custom units
82=hvrtank ;Units can only be added if it is present in expand02
83=mlrs2
84=mlrs2NA
85=stfighter
86-ah1_pro
;end added units

Thats it
Ty! Very Happy

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Zolop
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Joined: 13 Mar 2003

PostPosted: Thu Mar 20, 2003 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW checked to see if expand02.mix in in sun directory, it is.

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Tratos
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Joined: 01 Jan 2003

PostPosted: Thu Mar 20, 2003 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

check you have the right locomotor (flying, copy it from the harpy) and it will need a docking structure etc... (again look at the harpy) as air units cannot be built from the war factory unless they have jumpjet locomotor (which doesn't seem right for a helicopter) in TS (i think) and a flying units prequisite will automatically be its docking structure despite what you specify (so this unit will be buildable only when you have the helipad and the war factory). Hope it helps.

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Mar 20, 2003 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Siege Chopper (Soviets -> RA2:YR) uses the Jumpjet locomotor and leaves the warfactory. Same for Black Hawk, Night Hawk or whatever Hawk from RA2...

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Mar 20, 2003 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes but it works differently in RA2 than in TS, in RA2 the war factory roof opens to let them fly out, to do this in TS they would have to taxi out of the war factory.

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Zolop
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PostPosted: Fri Mar 21, 2003 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Though I have made another unit that does come out of the war factort in TS, but is an aircraft voxel. It seems to work fine without the JumpJet=yes line in the rules file, but with the Jumpjet Locomotion. I remember you did research on this banshee, what was the result? What effects does the Jumpjet line have for a vehicle, with an aircrat voxel, movementzone=Fly and Jumpjet Locomotion have?

Ty Very Happy

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Banshee
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Also Known As: banshee_revora (Steam)
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Location: Brazil

PostPosted: Fri Mar 21, 2003 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did researched this in the middle of 2001 and I've got a perfect air transport. I only shared it one year later as you may see in EE's TS modding tutorials

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Zolop
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Joined: 13 Mar 2003

PostPosted: Fri Mar 21, 2003 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

though I still can't get my hvrtank working (doesn't appear on screen, see prev posts) that was working correctly before I added shps and voxels to expand02, i ran into another problem. First i made a 2nd aircraft be able to be built out of the war factory. The aircraft was working correctly, until It could not damage air units while in the air. Does the Jumpjet=yes line in a vehicle make it so that flying units can damage each other? I know you did research in this banshee (TS Advanced Tech Center-Perfect JumpJet Clone Research) but did you find out how or why custom air units or cloned air units become invincible?

Ty

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Mar 21, 2003 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

the jupmjet line doesnt affect that. To make one aircraft hit another, the projectile of the weapon of the aircraft needs AA=yes.

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Zolop
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PostPosted: Sat Mar 22, 2003 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Doh, still having problems though, vehicle that comes out of the war factory only attack something when it has landed nearby it. Got frustrated with it, so I changed the aircraft to an aircraft index, and put it in PadAircraft=ORCA,ORCAB,sukhoi,stfighter (stfighter is the one I am having problem with). Going to try it now with the jumpjet locomotion. Heres the weapon info that the aircraft has been currently been using...

;Hover Missile2, for aircraft
[HoverMissile2]
Damage=30
ROF=68
Range=8
Burst=4
Projectile=AAHeatSeekerD
Speed=30
Warhead=AP
Report=HOVRMIS1

; aircraft and ground heatseekerD
[AAHeatSeekerD]
High=yes
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=yes
Image=DRAGON
ROT=8

This is so confusing. Also fixed another problem I had, Nods buildable units were showing in GDI build column, but greyed out. The prerequisite (spl*) for both nod units were NAFACTORY or NODFACTORY, I changed them both to NAWEAP and problem solved (if anyones having the same problem).

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Mar 22, 2003 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

You must have jumpjet locomotion in this case...

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Zolop
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PostPosted: Sat Mar 22, 2003 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doh, ty banshee. I ran into another problem (i think i am trying to find all the bugs in the game Shocked , lol) after i copied the ai.ini and made a few changes to the orca fighter and the nod apache, harpy (took out the pipscale out and ammo out of their unit statistics) the games crashed on the loading screen after I started a skirmish. Going to try and put pipscale back in and see if that was the problem.

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Zolop
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PostPosted: Sat Mar 22, 2003 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

nope, found out it has nothing to do with that. Must be a problem with my ai.ini

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Zolop
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PostPosted: Sat Mar 22, 2003 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

argh, replaced the ai.ini file with a new, unedited one and it still won't get after the loading of it...

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Mar 22, 2003 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ammo is an optional line... and so is pipscale... are you sure that you only changed that? What's the last thing the loading screen says before it crashes?

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Zolop
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Joined: 13 Mar 2003

PostPosted: Tue Apr 01, 2003 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the long reply, I was starting to get really frustrated at this game... #Cussing out . But I am going to, at this moment, try to find out where it stops on the loading screen, brb

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Zolop
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PostPosted: Tue Apr 01, 2003 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Secondary Check of Combat Zone" is what it says before the game crashes. maybe its missing art.ini. Checked, all the units i have made have the correct corosponding art.ini details. hmmm
I don't have any ideas of what it could be.

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 01, 2003 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you using an standart map like Grand Cannyon?

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Zolop
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Joined: 13 Mar 2003

PostPosted: Tue Apr 01, 2003 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think i might have found the problem...it might be with the custom harvesters i made. Though I have a question first.
Can I put my custom harvesters in this line or will it cause more errors?

HarvesterUnit=HARV ; preferred unit(s) to build for harvesting purposes

Heres the index of the custom harvesters...(they are unique #'s)

;custom harvesters
87=HARVGA ;would it matter if the number index before this was 2 lower, e.g. 85?
88=HARVNA

Heres the vehicle stats....

; harvester GDI Advance
[HARVGA]
Image=HARV
Name=GDI Adv Harvester
Prerequisite=GAWEAP,PROC
Nominal=yes
ToProtect=yes
Category=Support
Explodes=yes
Strength=1000
Armor=heavy
Dock=PROC
Harvester=yes
TechLevel=1
Sight=4
Speed=5
Owner=GDI
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=28
Cost=1000
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=yes
SelfHealing=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
DebrisTypes=TIRE
DebrisMaximums=4
;hover locomotor is set here
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Speedtype=Hover
Weight=1
MovementZone=AmphibiousDestroyer
ThreatPosed=0 ; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7

;harvester Nod Advance
[HARVNA]
Image=HARV
Name=Nod Adv Harvester
Prerequisite=NAWEAP,PROC
Nominal=yes
ToProtect=yes
Category=Support
Explodes=yes
Strength=1000
Armor=heavy
Dock=PROC
Harvester=yes
TechLevel=1
Sight=4
Speed=5
Owner=Nod
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=28
Cost=1000
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=yes
SelfHealing=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
DebrisTypes=TIRE
DebrisMaximums=4
;Subterannean locomotor is set here
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
Weight=1
MovementZone=Subterannean
ThreatPosed=0 ; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7


Also I changed the Prerequisite, in the HARVGA to GAWEAP instead of GAFACTORY and changed, in the HARVNA to NAWEAP to NAFACTORY. This was because in the build que GDI could not build but had a icon of the nod advance harvester (HARVNA) in the build sidebar. The opposite was also true when I played on the Nod Side. thats all folks!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 01, 2003 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Smile

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Zolop
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Joined: 13 Mar 2003

PostPosted: Tue Apr 01, 2003 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

well found out it wasn't that, Doh!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 01, 2003 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, expected... try playing your mod in Grand Cannyon... sometimes it crashes in this messages because of maps having objects beyond its limits.

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Zolop
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PostPosted: Tue Apr 01, 2003 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

alright going to try that... one sec

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Zolop
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PostPosted: Tue Apr 01, 2003 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

first the good news, i got past the loading screen onto the game screen. Though it crashed when it got there. I alos changed the map like you said to Banshee, it got me past the loading screen

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Zolop
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PostPosted: Tue Apr 01, 2003 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

By the way, what do you mean haveing objects beyonds its limits? btw i mean't to say it kept on crashing on the grand canyon map. ops!

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Zolop
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PostPosted: Tue Apr 01, 2003 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

tried it on the map tunnel training, same thing happens, crashes on the game screen, after the loading screen.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 01, 2003 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

game screen? How's that... after all messages? I need more details now...

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Zolop
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Joined: 13 Mar 2003

PostPosted: Tue Apr 01, 2003 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

After the game finishes loading, and you can see your MCV and other units one screen, it pauses for a second, then crashes. I got to go, band practice. Be back to respond around 8pm North American Eastern Time.

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 01, 2003 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm... so, if it crashes after that, it's probably rules.ini problem. Check the code of your starting units...

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Zolop
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Joined: 13 Mar 2003

PostPosted: Wed Apr 02, 2003 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it didn't work. I tried putting the starting units in the skirmish menu to 1. I started the game, got past the loading screen and it crashed at the same place as before (on the game/map screen, with the view of my MCV). I got no ideas Confused . Off to play some Tribes 2 or some Natural Selection later! #Robot

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Apr 02, 2003 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I haven't said that, Zolop. I told you to check the code of the units that start in the skirmish and check if they are correct.

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Dragon Stein Cole
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Joined: 25 Nov 2002
Location: Sutton, England

PostPosted: Fri Apr 04, 2003 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, ive got a problem. ive got a vxl mech that has the correct HVA and all the sections are correct. how do i put into the ts rules ini and art ini, as i cant figure it out.

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Zolop
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Joined: 13 Mar 2003

PostPosted: Sat Apr 05, 2003 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I think i know what you are saying banshee, check to see if the units that start the skirmish have bad lines of code for them in the unit statistics or are index incorrectly. I took an old version of my rules file and replaced it with the one i was currently editing. Problem fixed.

As for your problem cole, i need some more information, but i'll spill my beans to help. Did you put them into a mix file yet called expand**.mix or ecache**.mix (*=02,03, etc, up to 99 but not lower than 02). Once you have done that you need to go into your art.ini file and add lines of code to under your unit name, inbetween the [unitname] (unitname is the name of the voxel/hva). The art.ini file has explanations on what the lines mean for each unit. For example the Hover MLRS,

[HVR]
Cameo=HOVRICON
Voxel=yes
TurretOffset=-64
Remapable=yes
PrimaryFireFLH=64,32,128

Look for help near the beginning of the art.ini file. Also it is important to know that ";" this means commetted out. I don't know if you have much experience with doing this so, commeted out means that the computer does read that at all, when it runs the program. Lastly you need to add an index number to your new unit. Be careful, the number must be unique in "Vehicle Type List" or if it was a infantry, it must a unique number in the Infantry Type List. After this is all done you must add unit statistics to the new unit. For example, (maybe you shouldn't do this) but i copied the hvr (Hover MLRS) and changed the HVR that is normally in the brackets to hvrtank. This is the voxel/hva name of my unit.

;custom unit for GDI
[hvrtank]
Name=Hover Tank
Category=AFV
TargetLaser=yes
FireAngle=32
Prerequisite=GDIFACTORY
Primary=120mmx
Secondary=MammothTusk
TooBigToFitUnderBridge=false
Strength=230
Armor=wood
TechLevel=7
CrateGoodie=yes
Sight=7
Speed=7
Owner=GDI
Cost=900
Turret=yes
Points=30
ROT=5
Crusher=no
Crewed=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=4
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=SELF_HEAL
ZFudgeColumn=12
ZFudgeTunnel=15
;end custom units

and this is the Hover MLRS...

; Hover MLRS (hover multi-launch rocket system)
[HVR]
Name=Hover MLRS
Category=AFV
TargetLaser=yes
FireAngle=32
Prerequisite=GDIFACTORY,GARADR
Primary=HoverMissile
TooBigToFitUnderBridge=true
Strength=230
Armor=wood
TechLevel=7
CrateGoodie=yes
Sight=7
Speed=7
Owner=GDI
Cost=900
Turret=yes
Points=30
ROT=5
Crusher=no
Crewed=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=4
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=SELF_HEAL
ZFudgeColumn=12
ZFudgeTunnel=15

thats about it, here are some web sites to help aid you in your mod....

http://www.entexplode.com/ (banshees tutorials here too!)
http://members.aol.com/ztxjim/tibindex.htm
http://www.planetcnc.com/tiberiansun/editing/modguide.shtml
http://techneaux.mine.nu:82/~stusworld/main.php?sect=dlmain

Good Luck!

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Zolop
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Joined: 13 Mar 2003

PostPosted: Sat Apr 05, 2003 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

ops forgot, if you clone any units, make sure to put "Image=*****"
(*****etc =Vehicle Internal Name) For example if you were to clone a Hover MLRS, you would put Image=Hover MLRS, instead you would put HVR, as it is Tiberium Sun internal unit identifyer. Otherwise you have an a unit you cannot see on screen but the enemy computers can see. too many beans spilled...later!

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Zolop
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Joined: 13 Mar 2003

PostPosted: Sat Apr 05, 2003 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

#Shocked IMPORTANT Shocked Whoops forgot to tell you that unit statistics and index are in the rules file. sorry. Later tiberian homies! #Milti

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Apr 05, 2003 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy

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Dragon Stein Cole
Grenadier


Joined: 25 Nov 2002
Location: Sutton, England

PostPosted: Sat Apr 05, 2003 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you go to RESCEN, and go into Napalms's voxels section, there should be a mech called the Predator. thats the voxel i am using. it came withHVAs but no rules.ini or anything.

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Sun Apr 06, 2003 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's a shortcut that i always use, copy, copy and copy some more! Since it is a mech voxel/hva i am assuming it has a turrent (you can tell if the voxel/hva name has bar or tur). Look in the rules file for the titan mech statistics, copy them to the line below, use ";" to commet so you can find your unit easy in the rules file. This help can help you in many ways. For example whenever I create a new unit/weapon/projectile etc, i commet ";custom units" and at the end of the entry ";End custom units" i can hit ctrl+F in notepad/worpad to easily find where i put the custom unit statics/weapons etc. Once you have the titan mech copied, change the identifyer to the name of the custom unit. If this mech has no turrent change the line inside your copied titan statistics to "Turret=no". Lastly look for the titan art statistics, in the art.ini file and copy them to the lines below, then change the identifyer to the name of the custom unit. Almost forgot make sure that the index for your custom unit, in the rules.ini file is unique in the "Vehicle Type Listing". The your new unit should be rdy. I've had some problems with my Sun.exe file because i've run the games many times after changing the rules file. Make sure you keep an updated, backup copy of sun.exe. I had a problem with tiberium sun firstorm crashing in the middle of the game. I replaced the sun.exe file and everything is working fine now. Also keep backup copies of unedited versions of the ini files inside the tiberium Sun directory. Lastly keep a copy of your previous edited version of your ini files. Few times, is too many to start from scratch, editing the ini files, i've had.

I ran into another problem, the cameos I added to my mix file, expand02.mix aren't showing up for the custom units. I edited the file art.ini, and put all capitals in the Cameo=***** line but it still doen't show then inside the game. The cameos I am using are shp files so they should be working.

BTW you guys need to hear this band their really good. Go onto www.mp3.com and type in Distorted Penguins in the search box. Listen to their song Licktey Split. Later #Milti

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