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Country adding failed (Ares)
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon Oct 11, 2010 4:08 pm    Post subject:  Country adding failed (Ares) Reply with quote  Mark this post and the followings unread

Well, I added a country for Yuri's side. The game fully loaded, until it came to the start. Normally you see the battlefield, I get an error just before that.
These are the buildings: (long list)


[INIT]
Prerequisite.List1=WABRCK
The guide says if I use this tag it will be trainable when I have the WABRCK (Barracks)

EDIT:
Deleted code for the sake of scrolling.



except.20101011-180033.txt
 Description:

Download
 Filename:  except.20101011-180033.txt
 Filesize:  5.28 KB
 Downloaded:  60 Time(s)


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Last edited by Comr4de on Tue Oct 12, 2010 3:29 pm; edited 1 time in total

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Drogan
Vehicle Drone


Joined: 19 Apr 2010

PostPosted: Mon Oct 11, 2010 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double check your Owner= tags for all of the stuff you've cloned. WACNST is missing it's own country as its owner so that could've gave you an error.

Can I also see the entry for the Country itself?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 11, 2010 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

WOW, you had to post all that, huh? Laughing

anyway, did you make a trigger/script for your wmcv to deploy at game start?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Oct 11, 2010 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The except.txt looks like an error in Ares after drawing/trying to draw a turret. Can you let the game crash again and generate a crash dump? If you upload that along with debug.log and the new except.txt, I might be able to tell you what unit causes it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 11, 2010 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I could be wrong but I cant forsee it being a turret drawing problem, especially seeing that he has the wmcv "assuming he has made a deploying trigger/script if it's AI" trying to deploy into a wacnst that has RequiredHouses=YuriCountry2
ForbiddenHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Owner=Russians,Confederation,Africans,Arabs

Unless I'm missing something I dont see how this could even work.

[Edit] Sorry alex, I forgot about the AI might be starting out with units that could have a faulty turret.
But still his wacnst is very wrong.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 12, 2010 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried to let it crash, but it wont work, so in this case (rarely) : No, unfortenatly he did NOT crash.
I fixed what you said, I guess by cloning them, I did not edit them all correctly.

How about the AI? Do I have to modify that one? They use mixed units, Soviet and Allied.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Oct 12, 2010 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

So is your crash problem resolved then, or no?

(2) If you plan to use it with AI then yes you will have to update the aimd.ini, since it has it's own mcv a trigger/script will need to be made to allow it to deploy at game start. If your new country is listed in one of the original sides then whatever is listed in the AIBasePlanningSide= 0=Allieds, 1=Soviets, 2=YuriCountry will determine which triggers/scripts it will use from the aimd.ini. But if your new country has it's own side, then all new triggers/scripts and such will need to be made.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 12, 2010 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry and vehicles dont work...
I used the fellowing prerequisite:

Prerequisite.List1=

No luck but on the Engineer and MCV.
Some buildings are in the wrong order, but I will find a way to fix that.

Images:




EDIT: It looks like that all the Yuri Buildings want to hang out with each other, and not with Soviet structures. In other words: All Yuri buildings are at the top of the list and all the Soviet buildings down at the list.
Power | Weap
BatLab| Refin
Naval | Radar
Depot

Defenses:
SW's
CitWall | GatlingGun
PsyTow| Dominator
BBunke| SentryGun
TeslaC | IronCurtain

Infantry:

Engineer |

Units:

Slave Miner | MCV

That is the sidebar situation

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Oct 12, 2010 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, what ever vehicles you want to use for that country will have to have YuriCountry2 listed on the Owner= tag.

Which ver of ares are you using? If your using the r847 thats for the super clones, there's bound to be alot of stuff that isnt going to work. Those were intended for testing and bug fixes. They havent been compiled for mod usage yet. You will need to use ares 0.1 P1 for the time being until ares 0.2 gets released. Which isnt very far away.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 12, 2010 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

r849 is the one I have. I just wanted to get the BeaconSpecial working. In that case I will just have to wait. I hope when 0,2 is out it will automatically work.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Oct 12, 2010 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

what do you have listed on the Prerequisite.list1=

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 12, 2010 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, on the conscript for example
=WABRCK ;(Barracks)
on a Lasher Tank
=WAWEAP ;(Warfactory)

Thats how the documentation says it

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Anderwin
General


Joined: 16 May 2005

PostPosted: Tue Oct 12, 2010 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where u get Ares #Tongue?

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 12, 2010 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Oct 12, 2010 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you using both of these?

[Unit]
Prerequisite.Lists= integer
Prerequisite.List#= list of BuildingTypes

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Anderwin
General


Joined: 16 May 2005

PostPosted: Tue Oct 12, 2010 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 12, 2010 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I only use the Lists=
I dont know what the integer should be set at, 1?

So if I have this:

[Unit]
Prerequisite.Lists=2 (for the normal one, and mine)
Prerequisite.List1=WABRCK

Then it should be OK?


EDIT: It works! The only problem left is the line up of the units...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 12, 2010 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

See here about the cameo order, I presume the problem is the AIBasePlanningSide being different for the Yuri & Soviet buildings.

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