Posted: Mon Jan 24, 2005 8:05 pm Post subject:
Separate Harvesters for each side? Explained...
This is my first tutorial so I'm sorry if i do anything wrong.
Objective:
To create a different harvesters for GDI and Nod in TS.
First of all we will create the new harvester/s.
Near the top of the Rules.ini File there is Section called:
Code:
******* Vehicle Type List *******
In this section add the name of the new harvesters voxel file (exculding extension)
Example:
Code:
48=WEED
49=GHUNTER
50=NHUNTER
51=YOURHARVESTERTAG ;Note: All In Capitals!!
Now go down to the
Code:
******* Vehicle types *******
Section, just bellow the definitions unit statistics.
The easiest way to do this bit is too clone the HARV entry, but you must change:
Code:
[YOURHARVESTERTAG]
Name=Your New Harvester's name
Prerequisite=GAWEAP,GAPROC ;This is essential so that only GDI get this.
Image= ;add the corresponding art.ini section tag here.
...
Dock=PROC,GAPROC ;So that it can dock with GDI's refinery.
...
Owner=GDI ;This is also essential so that only GDI get this.
Note: you must creat a corresponding art.ini tag, i wont tell you how because it is very simple.
Now go to the original harvester entry and change:
Code:
Prerequisite=NAWEAP,PROC
...
Owner=Nod
We will not be editing the HORV entry because unfortunately i have not yet found a way to give each side there own HORV. (Believe me it's not as simple as it sounds.)
Go to:
Code:
******* Audio / Visual rules *******
and change:
Code:
UnloadingHarvester=HORV ; harvester image to use when unloading tiberium
to
Code:
UnloadingHarvester=
so that the harvester image doesnt change when it goes in the refinery.(this is required because of the TS engine.)
Now we will go Up to the:
Code:
******* AI Controls *******
find the bit that says
Code:
BuildRefinery=PROC ; refinery ratio based on these buildings
And change it too:
Code:
BuildRefinery=PROC,GAPROC ; refinery ratio based on these buildings
.
This will make sure the AI can build the new GDI refinery.
Now to add a new refinery for GDI, this needs to be implemented so that when you build it you will get GDI's harvester and not Nod's one.
Go to the:
Code:
; ******* Building Type List *******
section, and add on the end the tag for your new refinery.
Example:
We will make a entry for GAPROC (or the name of your refinery)
the easiest way is to once again copy the original, so copy [PROC].
We must edit edit these bits:
Code:
; Tiberium Refinery
[GAPROC] ;corresponding tag (GAPROC is an example)
Name=Your Tiberium Refinery's Name
... ;note: unless you have a new one keep the Image= tag the same.
Prerequisite=GAPOWR ;so GDI can only get it.
...
FreeUnit=YOURHARVESTERTAG ;so you get the new harv when you build the refinery.
...
Owner=GDI ;This is essential so that only GDI get this.
Now go up to the original refinery entry([PROC])
and change:
Code:
Prerequisite=NAPOWR ; so only nod get this refinery.
...
Owner=Nod ; so only Nod can get it.
next go to the GASILO entry and do we what we did to the refinery (i'm not gonna tell you because it should be obvious what to do now, e.g copy entry , make so only GDI or Nod can get it).
Search though the .ini looking fo stuff the GDI get which has prerequisite=PROC, and change it accordingly.
It should now be ready!
ps. If i missed anything, please tell me, cos i am very tired and my brain isnt working, i never knew it was soo tireing writing a tutorial. _________________ Singer-Songwriter Christie Isaac QUICK_EDIT
That's pretty sad
cant you like make 2 types of harvys like 1 gdi schemed 1 nod schemed and make a mix file and put 1 in sidexx and the other 1 in sidexx? _________________
ayylmao on Discord QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Jan 25, 2005 8:16 pm Post subject:
AI.ini is a thing i try to avoid(alot.) i often just replace/add units to triggers. however i belive their is a tag in their for HARVESTERS in their. i know their is one for MCVs. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Can't we force AI to make another, side-specific harvs instead of normal harvs via ai scripts, teams taskforces etc? _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
That's easy. One problem, they won't put the harvesters to work.. as unlike in RA2, newly built harvs in TS do not automatically start looking for Tib. QUICK_EDIT
this will sound Uber n00bish but is there no way to make them automatically look for tib? _________________ Singer-Songwriter Christie Isaac QUICK_EDIT
Perhaps that is because confusion is a part of your life?
Anyway, in short:
You can enable separate harvesters/refineries in TS perfectly fine, by simply making new ones and assigning the new ones to (preferably) GDI only, and restricting the old ones to Nod.
All fine and dandy, but remember the AI builds extra harvesters when they don't have enough? To determine what unit they need for that they look at the HarvesterUnit= tag. The problem is that it only accepts one value, and will ignore any others. So you'll have GDI AI building Nod harvesters. You can ofcourse make them able to dock at eachother's refineries but it will still look odd.
BTW, in RA2 the HarvesterUnit= tag accepts multiple values (or 2) QUICK_EDIT
Damn. How could you be so passive? Even i whant to look at assembler code (am not a programmer at all) to search... or to try to search at least. Maybe you need ask Pad (aka pd) what soft he is using for, maybe he can give some hints. I bet non of you even havnt tried yet. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
[HARV]
Dock=PROC,GAPROC
As long as PROC exists, they never dock in GAPROC automatically, regardless of which is closer. They only go to GAPROC when, in their first moment of returning, all PROC are occupied unloading other harvesters. QUICK_EDIT
This is old topic reviving, but i also tried it and found other problems than noticed here...
I let the normal harvesters what they are, but i've added a chrono harvester for GDI, with it's own refinery, and a war harvester for Nod, also with it own refinery. It worked perfectly, only for the AI, it builds and uses it. But for human players, the Chrono/war harvester refuses to harvest..... _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
I have added something usefull, the ai works in my example....
_________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
Yes we have notice you have leaved,well you have made the sentence wrong for a start.Now do what your name says and leave so we can have the party,erm I mean get back to the topic. _________________ QUICK_EDIT
[NEWHARV] ;is a building type
Image=None
FreeUnit=NHARV
Armor=none
Strength=0.01
FirestormWall=yes ;the harv appears on the cell, not next to it
TechLevel=-1 ;you can't build it
AIBuildThis=yes ;ai can. since the building self-destructs, ai will build it repeatedly.
In my own mission, I must make AI build his own harvester due they use custom refinery.
First script, I use go to way point ##-> do this... harvest result is harvester play harvest animation on blank field!!!
Next, I use go to way point ## on point that have tiberium field-> do this... harvest, result is harvester play harvest animation on that but not harvest it.
Next, I use only go to way point ## on point that have tiberium field but result is harvest start harvest tiberium with no problem.
Then, I use only go to way point ## on blank field it will move to nearest tiberium and start harvest.
Last, I use only success script. Result is it will move to nearest tiberium and start harvest.
It's mean that AI harvester will find tiberium to harvest automatically when it get create and not have other order. _________________ Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
But script is do exactly same as AI use in AI.ini do, isn't it? _________________ Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
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