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Help with TS hidden units
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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Fri Nov 02, 2007 2:01 pm    Post subject:  Help with TS hidden units Reply with quote  Mark this post and the followings unread

I looked for some tutorials about adding the hidden units in Tiberian Sun. I found them, followed them step by step, but when I play the game, none of them appear in the sidebar!! I downloaded the INI checker, and it says that there are no problems.

If it makes any difference, I have the most recent patch for Tiberian Sun and I have Firestorm.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 02, 2007 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you made new art.ini entrys for them? (except the mammoth [4TNK], all need new entrys)
do you added them in rules.ini and gave them proper prerequisite, techlevel and owner tags so that they are buildable at all?
do you added these new units at the end of the [VehicleTypes] list in rules.ini?
do you checked all names? art.ini and rules.ini names (those in brackets) must be the same and also the same as the appropriate voxel filename. (best write those names in uppercase e.g. [MLRS] or [2TNK])

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Fri Nov 02, 2007 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I added the entries in the art.ini and in rules.ini. The names are also all capitalized, except for the voxel entries (does that make any difference?) . The owner tag, prerequisite buildings, and techlevel are all there. I even changed the cameo so that they actually have a cameo (I am trying to enable the Mammoth and the old Light Tank). Nothing happened.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 02, 2007 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you only load a savegame? To make the changes work, you have to restart a mission.

what do you mean with voxel entries? they have to be everywhere the same. Afaik is the game case sensitive.
e.g.
art.ini
[MLRS]
Voxel=yes
Remapable=yes
TurretOffset=-64
PrimaryFireFLH=0,32,80

rules.ini
[VehicleTypes]
...
xx=MLRS

[MLRS]
Name=Rocket Launcher
Armor=light
TechLevel=1
Speed=5
...

Is your techlevel tag 1 or higher?

Do you add the units in artfs.ini and firestrm.ini and play normal TS? In TS the FS inis aren't used.

Do you placed your art.ini and rules.ini direct in your TS folder (there where your game.exe is too)? You don't have to put them into a mix file.

Last edited by Lin Kuei Ominae on Fri Nov 02, 2007 6:36 pm; edited 1 time in total

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Fri Nov 02, 2007 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

By voxel entries I mean 4tnk.vxl. I found those in the local.mix. I set the Mammoth's tech level to 8. For the light tank, I used the plugin files from the Afterglow site. Would starting a mission help? So far I have been testing this by starting a new skirmish.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 02, 2007 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

skirmish works too.
and the files don't need to be renamed. Let them how they are and where they are.

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Fri Nov 02, 2007 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had been putting them in the mix file. Now they work just fine. Thanks for the help.

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