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how can i make a new unit ore change its ammo
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klote2314
Civilian


Joined: 06 Jun 2006

PostPosted: Wed Jun 07, 2006 5:13 pm    Post subject:  how can i make a new unit ore change its ammo Reply with quote  Mark this post and the followings unread

i want to add a new unit,the Emp artillery. it fire's a small emp pulse bolt
how can i do this and how do i add this to a map
do i need any programs for that??

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Wed Jun 07, 2006 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

to let you know unless your making a complete mod your EMP artilary can't be map specific

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klote2314
Civilian


Joined: 06 Jun 2006

PostPosted: Wed Jun 07, 2006 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

aw to bad but how do people add strange thing 2 vehs without having a mod installed but have it on a map??

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Wed Jun 07, 2006 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Auf english?

seriously read a tutorial.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Wed Jun 07, 2006 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that's not too hard to do, but you have limitations. You can insert rules.ini / firestrm.ini code in a map file. You cannot use other ini entries except for the ones I mentioned. Aand... you can't add stuff. you can only edit things. If you insert

[GAPOWR]
cost=5000
power=1000

Your GDI power plant will cost 5000 and produce 1000 power. You can also add tags, deleting existing ones is impossible. You can edit them out, though, by changing an entry to 'none' as in:

explosion=none

or yes to no, or true to false as in

immune=no
hasstupidguardmode=true

And god, work on your English.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Jun 09, 2006 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh and by the way dont use TitanMarkII coding Razz becaus all C&C games are case sensitive. The correct tags are these even if they are not related to the EMP Artillery:

Cost=
Power=
Explosion=
Immune=
HasStupidGuardMode=

These are only a very few of the tags and commands in Tiberian Sun.
To access the rest you need a copy of the rules.ini so that you can see how units work and then try to edit one of them and copy the work to the map.

Ýou will need XCC Mixer to extract the rules.ini file from TIBSUN.MIX and Notepad or some other text editor + FinalSun to edit the map.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Fri Jun 09, 2006 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah yes, It was just an example, you're right, though. I always copy existing tags rather than writing them, for I always make errors which makes testing a very annoying thing to do.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Fri Jun 09, 2006 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you wanted to add an EMP artillery to a map you could just edit a units entries that wouldn't appear on the map example.

[BUS] - Only if it would not be on the map
Name=E.M.P Artillery
Image=[ whatever you want ]
Primary=[EMP Weapon Name
and the rest is easy to follow.

Also TitanmkII is right you can not add new entries to the game, only edit pre-existing things in the game, the BUS is just an example.

You can edit all this using notepad by opening the map in notepad, if your new to this I suggest learning Rules.ini coding firstly and Art.ini coding so you are familar with how they work then you can go onto editing the parameters for units, buildings etc in maps.

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