Posted: Sat Jun 05, 2010 12:41 am Post subject:
Adding a New Side [YR/Ares]
Adding New [Side] to YR using Ares
Since alot of great members here at PPM have helped me get my new side together, I feel the need to return the favor by writing this tutorial for all others to enjoy having a new side as well. Though it was a pain staking ordeal for me, I hope I have simplified the process for all others.
First we'll start by adding an entry for a New Side.
Open Rules.ini and locate the [Sides] section <------you can easily just Ctrl-F "Sides"
Enter name of New Side you want "After" ThirdSide, but "Before" Civilian,Mutant
"Example"
[Sides]
GDI=Americans,Alliance,Brittish,French,Germans
Nod=Russians,Confederation,Africans,Arabs
ThirdSide=YuriCountry
NewSide=New Country <------- new country can be added using M7's Tutorial
Civilian=Neutral
Mutant=Special
Next, you'll enter any and all information pertaining to the New Side in the
***Country Statistics***
- *Note:If NewSide has same name as NewCountry you'll add the [Side] tags to that Countries Statistics instead!
"Example" *******This is just an example, DO NOT c/p these settings for use, they will not work!
[NewSide]
UIName=Name:NewSide <------- Dont forget to add into .csf...easiest way is using xcc mixer and the string editor function in the Launch Section.
Name=NewSide
DefaultDisguise=E3
Crew=E3
SurvivorDivisor=500
AI.BaseDefenses=LASR,BNKR,TESLA,FLAK <---- these will be the Base Defense weapons you make or clone and rename from existing ones.
AI.BaseDefenseCounts=25
LoadScreenText.Color=192,0,0
ParaDrop.Types=APOC,HTNK,V3 <------ these 2 will be needed if New Side will have a paradrop/TankDrop special and/or capture a caairp etc.
ParaDrop.Num=2,2,2 <------
Sidebar.MixFileIndex=2
Sidebar.YuriFileNames=sidenc02
EVA.Tag=Sophia
*****A New Side will require seperate buildings of it's own and requires you to list the Factory Types in the PrerequisiteBuildings Section. as well as adding them to the [AI] Section
***** However new building models arent necessary as you can just Clone an existing building, change the name and use Image=Art.ini entry
***** Dont forget to list all new buildings,infantry,vehicles,and aircraft in thier respective sections, [BuildingTypes],[VehicleTypes],etc...
"Example"
[VEHICLEFACILITY]
UIName=Name:VEHICLEFACILITY
Name=New Country's War Factory
Image=GAWEAP <----- you can use existing images for these buildings
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,GAPILE,GACNST <--------- These must be changed to whatever you rename these buildings to or you can just use the prereq all listings PROC,POWER,BARRACKS,FACTORY,RADAR,TECH
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=YourNewCountry AIBasePlanningSide=3 ; 0=GDI, 1=NOD, 2=YuriCountry, 3=YourNewSide, 4=YourNewSide,5=YourNewSide, etc.. <------- I reorganized this to better understand the settings and must be done for all new sides buildings.
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0
Spyable=yes
;WantsExtraSpace=yes
ImmuneToPsionics=no
NumberImpassableRows=1
****All New Sides Must have thier own MCV! Again you can do this by cloning one of the existing mcv's and renaming it.****
All other Infantry,Vehicles, and Aircraft do not need to be cloned unless you want to make and or add new ones., However you will need to add ownership to these by adding your NewCountries name to the Owner= tag
aimd.ini
For what ever reason, I couldnt get the standard MCV Deploy trigger to work by cloning one of the existing ones and just reordering it to my new side. So I made a new set of Trigger,taskforce,teamtype,script for AI MCV game start.
Add these to thier proper spots inside the aimd.ini
[TaskForces]
***=01000000 *** represents next number in line.
[01000000]
0=1,Name of your MCV as listed in [VehicleTypes] (Rulesmd.ini)
Name=YourCountry MCV "example: Allied MCV"
Group=-1
***************************************************************************
[ScriptTypes]
**=01000003 ** represents next number in line.
[01000003]
0=9,0
1=29,0
Name=YourCountry MCV "example: Allied MCV"
****************************************************************************
[TeamTypes]
***=01000004 *** represents next number in line.
01000005=YourCountry MCV,01000004,CountryName,1,1,Name of your MCV as listed in [VehicleTypes],00000000010000006605080011010000a90508002a0604006c8e3a01cc4bd577,70.000000,60.000000,70.000000,1,0,4 ,0,<none>,1,1,1
once you have done this you can clone any or all of triggers that would match with your side, for example if your new country is more like the Allieds, you would clone any or all of the triggers specified for the Allieds, and you can add new ones as well. I used DCoders AIEditor V2 to clone which ever ones I used. Make sure when using his editor to choose side=0, then after you are done with cloning triggers and such, you'll open up aimd.ini and change the sides value manually. Below is the trigger code you'll update with the new sides value. The number that will need to be changed is the Bold number, in this case it's the number 0 which i had you use in the AIEditor. Since aimd.ini starts with an enumerator of 0 which represents <ALL> GDI=1,NOD=2,YuriCountry=3,YourSide=4. So you would change this number to a 4 to represent your new side. Make sure to change this number on all triggers for your new side. Also keep in mind that any triggers added via FA2 will need to have this value changed as well inside the map file.
01000005=YourCountry MCV,01000004,CountryName,1,1,Name of your MCV,00000000010000006605080011010000a90508002a0604006c8e3a01cc4bd577,70.000000,60.000000,70.000000,1,0,0,0,<none>,1,1,1
You should now basically have a New Working Side. Any questions or concerns please feel free to PM me.
Seems uploading it with the .txt ext wiped out the formatting so For a more detailed version, Download the RTF below.
[b]Special Thanks to those of you who helped me with my new side!!
One I thing I forgot to mention was when using existing infantry/vehicles instead of changing the prereq's just add PrerequisiteOverride= and add whatever buildings you require from your Countries buildings for that specific unit. That way you wont alter the use of them for Other countries.
Hi. I did all that above except for the very last part with copying new triggers for I don't think I need that...for now. So anyway I did all of that and when I play my country I am immediately defeated. Maybe I need to assign the primary infantry and tank to start with the MCV. If that is the case can you tell me how to do it? BTW, where is says CountryName do I need to put in the name of the new side? Because that's what I did.
Any help would be appreciated. QUICK_EDIT
Thanks for the tip. I did that so now only one infantry type, one unit type and the MCV don't have AllowedToStartInMultiplayer=no, but it still says You Are Defeated. What do I do? QUICK_EDIT
The only place your new side name should be listed is under the [sides] section and in the Country Statistics section. Everything in the aimd should have your Country name. For instance in aimd in the TeamTypes section where it says House= you would enter your Country name not Side name. QUICK_EDIT
Oh, well I did that. And then I tried all that with the soviet MCV and it works. So now I'm almost 100% sure that my new MCV is not working properly.
Here it is:
[YugMCV]
UIName=Name:SMCV
Name=Yugoslavian Construction Vehicle
Prerequisite=NAWEAP,NADEPT
Strength=1000
Category=Support
Armor=heavy
DeploysInto=YUGCY
TechLevel=10
Sight=6
Speed=4
Owner=
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVSovietSelect
VoiceMove=MCVSovietMove
VoiceAttack=MCVSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
DeploySound=PlaceBuilding
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
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
you dont have anything listed in Owner=, and looks like your using existing buildings- Prerequisites=NAWEAP,NEDEPT? you should have all new listings for the new side. Your not following the directions.... QUICK_EDIT
I knew about the owner thing I did that on purpose now I put it back. And now I did all of the new buildings, I gave them new names and changed the prerequisite to the appropriate names. Or maybe there is a rule about how their names can be. I don't know. But it still doesn't work. Any suggestions? QUICK_EDIT
all I can say is Holy Moly Batman! did you even follow the tutorial? I know it's not the best tutorial, but man. Anyway, here's the new Rules and AIMD. Take a look at the Rules and you'll see how much I had to add/change. Try it out and see if it works though, I myself could have made a mistake as well. One thing though, Your YugMCV, you do have a .vxl named that right?
OK I told you it was a mess. But apparently it works better than yours(sorry). When I play yours my new country China is gone. Second when I play, lets say with Russia, after I build the Construction Yard I immediately get a sentry gun, tesla coil, flack cannon and 2 bunkers. And also when I play with the new side a fatal error appears. I know that it's really hard to do it when you don't have the other files and things like that and no way to test it so thanks anyway for trying. And yes I do have a .vxl named YugMCV, which is actually a copy of the SMCV. Can you tell me if you saw the problem maybe so that I can try to fix it? QUICK_EDIT
Na, your rules wasnt to messy. I've seen way worse. Anyway I got your rules open right now and I'll let you know what I find that I screwed up. Thats why I said to test it cause I make mistakes too QUICK_EDIT
o.k. try it now. I tested it with both human player and AI and it worked. You may have to go thru it and set it up how you want it, like prerequisites and stuff. Keep in mind that if you use the new side/country as AI , all prerequisites are not working at the moment and DCoder and the Ares team is looking into the situation now. So the way it's set up now is for the AI with only Prerequisites=CONST,POWER cause thats all they recognize at the moment. However all prereq's work fine for Human Players with new side/country.
As for Russia doing what they did, I dont have a clue. I changed nothing pertaining to them, so I dont know. Check to see what prereq's you have listed for them.
Just retest and let me know what happens...
One other thing is clone a copy of the NACNST code in the ART.ini and rename it to [YCY] you wont need to change anything else on it.
What is the problem? I even make a YCY in the art.ini u did say and change the YCY to have image= like the nuke silo.
Can somebody REALLY help me to make a new side??
Edit: I try again, but this time I got Norway to work under Allied but the new side just called newside do not work. I have attached the rulesmd.ini if somebody REALLY could check it.
The new side is not even on the drop box at the skirmish
When adding a new side the Statistics need to be seperated. download your rules I have here, and take a look at it. I've added the {side} and {Country} stuff for you, now you have to make sure you give the new country all it's own buildings and vehicles/infantry. Just do a bunch of cloning, renaming, and use the Image= tag if you plan to just reuse the games stuff.
thanks the game load now, but there are no MCV at the start. A new problem or I just coded the MCV wrong? Is in the button of the rulesmd. Just defeted screen get up
The new side have a MCV and a building and nothing more yet^^
Do I need more units or what? Please help again. QUICK_EDIT
The new side/country needs atleast it's own mcv, conyard, and starting units inorder to not get the defeated thingy.
just clone the amcv or smcv and rename it, add image=amcv or smcv. Make sure its owned by the NewCountry and not the NewSide. also make sure it DeploysInto= whatever your conyard is named and conyard UndeploysInto= what ever your mcv is named. and not sure if it's needed but you may want to add it to the BaseUnits= tag in {General}
Make sure you give newcountry/newside atleast 1 engineer, 1 infantry, and 1 vehicle.
Once you get this down, you can start adding everything else. QUICK_EDIT
I normally wouldnt do this, but here, this is your Rulesmd.ini with a fully functional new country/side. Though there are a few things left for you to fill in like these for example,
you can find all the tags you need to complete in the Country Statistics.
Also all of your NewCountry is seperated and located at the end of the Rulesmd.ini, I also seperated your infantry/vehicles/Buildings in the [Types] list. From here you should now understand how it works and if you want you can change things up. GoodLuck and have fun with your NewCountry and Side.
One last thing, I have the Rulesmd.ini set up for the AI as well, however you will need to update the aimd.ini in order for it to function correctly with the AI.
Posted: Tue Oct 19, 2010 10:41 pm Post subject:
Irritation, Frustration
Ok, I've been coding forever and mostly stuck to modding maps. However just recently I decided about 5 days ago to get into full modding with ares 0.1 p1.
I've got a lot of work done on my mod and now that I have moved onto adding new sides/countries, I'm completely stuck.
Yes I followed both tutorials, mind you I already had a lot of work done on my mod, hence I couldn't follow it perfectly. But now I get right past load and the game crashes. I tried for like 5 hours to resolve it myself but only ended up with like 15 except.txts.
I will provide my latest 2 except texts and my rulesmd file. Note I haven't touched the aimd.ini yet, and also the way I have it setup might be confusing.
So I'll try and explain how I set it up. The original GDI,NOD,and THIRDSIDE. Have been edited to be my new sides I have added. This is because my mod is derived from a map-mod originally.
The 3 new sides I have added aka-excatly like in the tutorial are the original sides. All their buildings/units/infantry/etc.. are intact but set as those 3 new sides I added. The intention is that these original sides are unplayable for humans but are okay for AI players. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
I really, really dont have the time for this right now, I'll see what I can do for you in a day or two. Take a look at anderwin's rules, and look at how things are done. QUICK_EDIT
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Enjoy Everyone! Last edited by EricAnimeFreak on Wed Oct 20, 2010 1:35 pm; edited 1 time in total QUICK_EDIT
na, i wasnt talking about it being a mess. I meant that you had givin everything in the game ownership to the new AI sides/countries. So the way you have it set up, none of the original houses will work. There's going to be alot of work that needs to be done for adding 3 new sides and 3 new countries.
So to clarify things, you want to use all the original houses plus the 3 new AI houses right? and you want each of the new ai houses to use all of thier respected assets right? like AIAMERICA= use all the allied stuff, AIRUSSIA= use all the soviet stuff, and AIYURI= use all the yuri stuff.
If thats the case, then you will have to clone/rename, extract/reinsert almost everything the game uses atleast 1 time. Then give ownership of the new sides/countries to all the cloned assets. Each new side will need it's own mcv as well as almost everything else. QUICK_EDIT
So to clarify things, you want to use all the original houses plus the 3 new AI houses right? and you want each of the new ai houses to use all of thier respected assets right? like AIAMERICA= use all the allied stuff, AIRUSSIA= use all the soviet stuff, and AIYURI= use all the yuri stuff.
Yes your basically right.
Cranium wrote:
If thats the case, then you will have to clone/rename, extract/reinsert almost everything the game uses atleast 1 time. Then give ownership of the new sides/countries to all the cloned assets. Each new side will need it's own mcv as well as almost everything else.
Accept, I was planning to use all the original buildings/assets like GACNST for new AI original sides including the MCV's.
So AIALLIED uses Gacnst, GAPILE, etc. ECT with AIsoviets and AIyuri.
While America, French, etc use my new GDI side. Uses GDIKMCV.
While Russia, Arabs, etc use my new NOD side. Uses NODKMCV.
While Yuricountry use my new YURI side. Uses KMCV. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Already added you, waiting for you to come online. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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