On correctly adding the third to Tiberian Sun
=============================================
This tutorial concerns how to add a third side to TS
without any bug or restriction
(namely 1 starting unit only, no short games, etc.).
The method has been tested in my mod TS Operation: Eradicate,
and the code in this tutorial is based on that mod.
I assume that the reader knows the elements needed to enable a third side.
Some good introductions can be found in this site (ppmsite.com).
We will use word pad to edit the rules.ini and art.ini. Let's begin.
1) Open rules.ini and add the following entries (as any 3-sided mods do):
[Houses]
0=GDI
1=Nod
2=USN ; New Side
3=Neutral
4=Special
[Sides]
GDI=GDI
Nod=Nod
USN=USN ; New Side
FGT=FGT
Civilian=Neutral
Mutant=Special
The main change here is to set Armor=1.0 in all difficulty settings.
3) Give the MCV (the offical one) to USN
; Mobile Construction Vehicle
[MCV]
Name=Mobile Construction Vehicle
Prerequisite=FACTORY,GAXXX
Strength=1250
Category=Support
Armor=heavy
DeploysInto=GACNST
TechLevel=2
Sight=7
RadarVisible=yes
Speed=4
Owner=GDI,Nod,USN
CrateGoodie=yes
Cost=2500
Points=60
ROT=5
Crewed=yes
Crusher=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
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
4) Add the line FreeUnit=MCV2 to [GACNST], the construction yard
[GACNST]
Name=Construction Yard
ConstructionYard=yes
Strength=1250 ; 1000
Armor=heavy
TechLevel=-1
RadarVisible=yes
Adjacent=2
Factory=BuildingType
UndeploysInto=MCV
Sight=6
Owner=GDI,Nod,USN,Civilian
Cost=2500
Points=80
Power=0
Capturable=true
Unsellable=yes
Crewed=yes
Explosion=MORON_EXPL1,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=20
DebrisTypes=KRBARLDEB,T90BARLDEB
DebrisMaximums=4,4
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
FreeUnit=MCV2
MCV2 will be the dummy MCV of USN.
Each player, including GDI and Nod players will be given excatly one dummy MCV.
This solves the problem of non-constant starting MCV's.
However, something must be done to prevent GDI and Nod players from exploiting this new super unit.
5) The code of MCV2 looks like this:
[MCV2]
Name=Hunter Seeker
Image=GGHUNT
Prerequisite=GAXXX
Strength=1200
Category=Support
Armor=heavy
DeploysInto=SAPOWR
TechLevel=-1
AllowedToStartInMultiplayer=no
Sight=6
Speed=0
Owner=USN
CrateGoodie=no
Cost=1
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
RadarVisible=yes
Immune=yes
Invisible=yes
Insignificant=yes
It deploys to become the construction yard of USN
[SAPOWR]
Name=Construction Yard
Strength=1000
SelfHealing=yes
Armor=heavy
TechLevel=-1
Adjacent=2
Sight=4
Owner=Civilian,USN
Cost=200
Points=0
Power=0
Factory=BuildingType
SensorArray=yes
Capturable=false
Crewed=no
ThreatPosed=0 ; This value MUST be 0 for all building addons
AIBuildThis=no
TogglePower=no
BaseNormal=no
FreeUnit=GHUNTER
RadarInvisible=yes
The HP value in the rules.ini and the damage values in the art.ini is crucial.
When a GDI or Nod player deploys the MCV2,
the new construction yard self-destructs immediately due to active animation and gives the player nothing.
For USN players, the new construction yard survives because of
the extra factor armor=1.25 (in the country statiatics).
Further damage is stopped by the ActiveAnimDamaged= line.
Now, we have a fully functional construction yard for USN.
Notice that MCV2 is set to immune to prevent GDI or Nod from deploying a half damaged MCV2.
It is better to get rid of the MCV2 from GDI / Nod players.
Change the prerequisite line
PrerequisitePower=GAPOWR,NAPOWR,NAAPWR,SAPOWR
and add
Prerequisite=POWER
to GAPOWR and NAPOWR (GDI and Nod Power plants).
This forces GDI and Nod players to deploy (and destroy) their own MCV2 in order to build anything
(and does not mess up the AI building sequence).
7) Add other units and buldings for USN.
There must be at least one USN unit with TechLevel=1 and AllowedToStartInMultiplayer=yes.
Don't forget to decleare all buildings and animations involved. QUICK_EDIT
Now, we have a fully functional construction yard for USN.
Notice that MCV2 is set to immune to prevent GDI or Nod from deploying a half damaged MCV2.
It is better to get rid of the MCV2 from GDI / Nod players.
Change the prerequisite line
PrerequisitePower=GAPOWR,NAPOWR,NAAPWR,SAPOWR
and add
Prerequisite=POWER
to GAPOWR and NAPOWR (GDI and Nod Power plants).
This forces GDI and Nod players to deploy (and destroy) their own MCV2 in order to build anything
(and does not mess up the AI building sequence).
Where do you find the PrerequisitePower=GAPOWR,NAPOWR,NAAPWR,SAPOWR
line? _________________
"The high and lofty, they see me as weak, cause I won't live and die for the power they seek" Last edited by SniperGrunt on Thu Sep 15, 2005 12:00 am; edited 2 times in total QUICK_EDIT
a update in this tutoral it donet work it only work foer a while biul a few mintuines later it destorys the FAKE CONYARD and you can't build power plants ....
now im srewed because of you... it deon't work
so im going to try the TUMsun meathod and see what i get form that _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Aug 13, 2006 11:35 am Post subject:
using a dictionary, or a web-based translation service might not be a bad idea either, i can hardly understand what you're saying. _________________ Please, read the signature rules of the forum. QUICK_EDIT
a update in this tutoral it donet work it only work foer a while biul a few mintuines later it destorys the FAKE CONYARD and you can't build power plants ....
now im srewed because of you... it deon't work
so im going to try the TUMsun meathod and see what i get form that
oops...
you should either
1) delete the
ActiveAnimTwo=SAPOWR_B
line in SAPOWR
2) give the third side a new weapon factor before the dummy CY dies QUICK_EDIT
@chielscape
what i meant was ...the thrid side gives you a free Mcv
when you depoy the Mcv .. all sides nod and gdi have a conyard of the third side ..
01001011 said to destory the GDI and Nod extra conyard so nod and gdi can't build the thrid sides stuff
but i was saying the conyard destorys not only the gdi and nod side extra con yard but destorys yours too
execpt theres a delay of five mintines. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
y didnt you add the borg as the new side...borg i think startreks gone to my head _________________ y was my sig was to big y did it have to be in a limited size outher form sites let me have huge sigs QUICK_EDIT
no i added somthing like the *good side of nod* known as blue star legion but thats not the point.
i like the tum sum method but this one is supose to work
humm.. to me its sounds like it wasn't tested very well _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Posted: Sun Feb 25, 2007 10:14 pm Post subject:
not bad but
i believe him when he says it works but the thing is i dont want to have to go thrw all that trouble to have 1 mcv blowup and the other one Blah its crazy lol im not putting him down its just that the way it should be is just to start up one mcv and let that one go and build up ya know but anyways i just thought of this thats why iam posting here? ok the mcv and construction yard are hard coded to give every one a hell of a time lol say if we gave the third side a totaly different unit to deploy into a totaly different building
ex: say Tick Tank (well say is the MCV) that deploys into the civilian armory (which we can make into a construction yard) i dont know if it would work but i played a mod that some one made on this site and they had a aircraft unit deploy into a tiberian refinary you see what i mean sorry if i am hard to understand lol but right now i can use any help on a third side lol QUICK_EDIT
Instead, why just no duplicate all of the things that a faction has?Like MCV, GAPOWR, GAPILE, and PROC so you can test it better unfortunately the rules.ini file doesn't listed those items correctly according to factions, functions, names, and porpose so you will need to work hard
Edit:
Nevermind, i got mine worked using other method by me xD
Like ur tutorial BRO! _________________ Last edited by gamefreak11221 on Sun Apr 03, 2011 1:30 am; edited 1 time in total QUICK_EDIT
Joined: 03 Sep 2005 Location: In a building,creating the fench Brotherhood of NOD and recruiting...
Posted: Thu Jan 26, 2012 7:42 pm Post subject:
Really sorry to bump that old thread, but when i've done all this, added the third side, adding some units and buildings, the game starts: i deploy the MCV and MCV2, but all the buildings and units i've added aren't in the building list... Well, nothing is appearing and i can't build anything :/
Again, sorry to bump...
Here's the rules.ini file i'm using (yes it's the TI one) if you can see what's wrong
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