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 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Naval Yard / Alternate Factories.
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Morpher
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Joined: 28 Jan 2005

PostPosted: Sat Jul 02, 2005 12:47 pm    Post subject:   Naval Yard / Alternate Factories.
Subject description: Reccomended for experienced modders.
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Naval Yard / Alternate Factories.
How to create them using deploying method.




This tutorial will guide you through how to create a working Naval Yard or Alternate Factory using the deploying method. In some ways this tutorial is made obsolete by Naval Yard/Alt war factory V 2.0, however it may be useful to understand how this logic works and of course, if you want to use the deploying method.


How it works.


I stumbled upon this logic whilst playing Tiberian Sun skirmish. I noticed that if you played as G.D.I. and captured a Nod War Factory you gained the ability to produce their vehicles. More interestingly, if I set my G.D.I. War Factory to Primary and tried to build a newly acquired Nod vehicle it would always come out of the Nod War Factory and not my G.D.I. Factory despite being set as Primary. This worked both both ways for both sides, whether it's Nod capturing a G.D.I. Warfactory or etc.

The reason this happens is actually quite simple. For example, the Nod War Factory has the following code:

Code:
[NAWEAP]
Owner=Nod


And Nod vehicles generally have the code:

Code:
[TTNK]
Owner=Nod



Vehicles with Owner=Nod can only come out of a War Factory which also has the settings Owner=Nod and this is why they do not come out of a G.D.I. War Factory, as the G.D.I. War Factory has Owner=GDI. Hopefully you should understand how that works and how the game works in that area. So how can we make a factory that in this instace, will only produce boats from it and not ground units as has been a common problem? It requires quite a bit of coding but is very possible. We firstly need to make some new Houses & Countries we can set as Owner='s. Here is an example on how to do that:

Code:
[Houses]
0=GDI
1=Nod
2=GDINaval    -> Add this new house to the list.
3=NodNaval    -> Add this new house to the list.
4=Neutral
5=Special


We also need to add new entries to the Side Type List.

Code:
[Sides]
GDI=GDI
Nod=Nod
GDINaval=GDINaval    -> Add this new Side to the list.
NodNaval=NodNaval    -> Add this new Side to the list.
Civilian=Neutral
Mutant=Special


Now we need to add these to the Country Statistics List. You will need to create entries for GDINaval and NodNaval like these:

Code:

; Global Defence Initiative Naval Faction.
[GDINaval]
Name=GDI Naval Units
Suffix=GDIN
Prefix=G
Color=Gold
Side=GDINaval

; Brotherhood of Nod Naval Faction.
[NodNaval]
Name=Nod Naval Units
Suffix=NODN
Prefix=B
Color=DarkRed
Side=NodNaval



Okay, we have the ground work set to start testing this logic, now we need to make it so the deploying logic works. The deploying logic works very similarly to the Mobile War Factory seen in the Firestorm Expansion pack. There needs to be a unit that can be built from the War Factory, and it needs to be able to deploy into another War Factory (in this case a Naval Yard). The trick in this whole process is the building your unit deploys into will have the tag Owner=GDINaval or Owner=NodNaval, obviously depending for which side you are using. We need to make these deployable vehicles first so add their entries to the Vehicle Type List first:

Code:
[VehicleTypes]
47=CARGOCAR
48=WEED
49=GHUNTER
50=NHUNTER
51=MOBYARDG    -> G.D.I. Mobile Naval Yard
52=MOBYARDN    -> Nod Mobile Naval Yard


Once the entries have been added, the actual vehicles need to be added:

Code:
; Mobile Naval Yard (GDI)
[MOBYARDG]
Name=Mobile Naval Yard
Image=MCV
Prerequisite=GAWEAP
BuildLimit=1
TechLevel=5
Category=Support
Strength=800
Armor=heavy
Sight=6
Speed=3
Owner=GDI
Cost=1800
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
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
Weight=3.5
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
DeploysInto=GAYARD
CrateGoodie=no
AllowedToStartInMultiplayer=no
Trainable=no

; Mobile Naval Yard (Nod)
[MOBYARDN]
Name=Mobile Naval Yard
Image=MCV
Prerequisite=NAWEAP
BuildLimit=1
TechLevel=5
Category=Support
Strength=800
Armor=heavy
Sight=6
Speed=3
Owner=Nod
Cost=1800
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
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
Weight=3.5
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
DeploysInto=NAYARD
CrateGoodie=no
AllowedToStartInMultiplayer=no
Trainable=no


Now that we have the Mobile Vehicles fully coded and ready to go it's time to add the actual Naval Yard buildings themselves. Add the new entries to the Building Type List:

Code:
245=NAMNTK
246=UFO
247=AMMOCRAT
248=GAPAVE
249=GAGREEN
250=GAYARD    -> G.D.I. Naval Yard
251=NAYARD    -> Nod Naval Yard


When these enties have been added the buildings themselves need to be coded in. Here's an example of how it works. It's VERY important to make sure the Owner= tag is correct.

Code:
; G.D.I. Naval Yard
[GAYARD]
Name=Naval Yard
Image=GAWEAP
WeaponsFactory=yes
Factory=UnitType
DeployTime=.044
Strength=800
Armor=heavy
TechLevel=-1
Sight=4
BaseNormal=no
Cost=2000
Points=80
Power=0
Capturable=false
Crewed=no
Bib=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408, 880, 435
AIBuildThis=no
WaterBound=yes    -> Makes this a water built structure.
Owner=GDINaval    -> This is very important.

; Nod Naval Yard
[NAYARD]
Name=Naval Yard
Image=NAWEAP
WeaponsFactory=yes
Factory=UnitType
DeployTime=.044
Strength=800
Armor=heavy
TechLevel=-1
Sight=4
BaseNormal=no
Cost=2000
Points=80
Power=0
Capturable=false
Crewed=no
Bib=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408, 880, 435
AIBuildThis=no
WaterBound=yes    -> Makes this a water built structure.
Owner=NodNaval    -> This is very important.



Now, you should have the vehicles and necessary buildings coded up fine, but what's the use if you have no boats to build? It's time to add some naval units to come out of those Naval Yards. Going back to the logic at the begining where I mentioned, units with Owner=GDI will only come out of factories with Owner=GDI, the same applies here. Our Naval Yards have the tags Owner=GDINaval and Owner=NodNaval. The naval units therefore need Owner=GDINaval or NodNaval, and they will only be buildable through the Naval Yards. Here's some basic code to play around with for some ships:

Code:
49=GHUNTER
50=NHUNTER
51=MOBYARDG    -> G.D.I. Mobile Naval Yard
52=MOBYARDN    -> Nod Mobile Naval Yard
53=GDIBOAT    -> New G.D.I. Ship
54=NODBOAT    -> New Nod Ship
 

Code:
; G.D.I. Boat
[GDIBOAT]
Name=Destroyer
Image=LOCOMOTIVE
Prerequisite=GAYARD
Primary=120mmx
Category=light
Strength=550
Armor=Light
Turret=yes
IsTilter=yes
TechLevel=5
Sight=7
Speed=3
CrateGoodie=no
Owner=GDINaval
Cost=1200
Points=25
ROT=1
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=45
DebrisTypes=RUBBLE01,RUBBLE02,RUBBLE03,RUBBLE04,RUBBLE05,RUBBLE06,RUBBLE07,RUBBLE08,EXPGAS1
DebrisMaximums=2,2,2,2,2,2,2,2,1
SpeedType=Float
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
ThreatPosed=20   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Accelerates=yes
VeteranAbilities=FASTER,STRONGER,SIGHT
EliteAbilities=FIREPOWER,ROF,SENSORS,SELF_HEAL

; Nod Attack Boat
[NODBOAT]
Name=Missile Boat
Image=CARGOCAR
Prerequisite=NAYARD
Primary=HoverMissile
Category=light
Strength=480
Armor=Light
Turret=yes
IsTilter=yes
TechLevel=5
Sight=7
Speed=4
CrateGoodie=no
Owner=NodNaval
Cost=1200
Points=25
ROT=1
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=45
DebrisTypes=RUBBLE01,RUBBLE02,RUBBLE03,RUBBLE04,RUBBLE05,RUBBLE06,RUBBLE07,RUBBLE08,EXPGAS1
DebrisMaximums=2,2,2,2,2,2,2,2,1
SpeedType=Float
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
ThreatPosed=20   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Accelerates=yes
VeteranAbilities=FASTER,STRONGER,SIGHT
EliteAbilities=FIREPOWER,ROF,SENSORS,SELF_HEAL



Hopefully this should give you a good idea and base for you to start experimenting with, or at the very least, give you an understanding of how the game deals with Owner= tags on vehicles and factories. This obviously does not apply just to Naval Yards. This logic can be used to create an Airfield which produces only large Aircraft for example, or a Kennel which only produces dogs.



This was originally intended for use with Tiberian Odyssey and thanks go to CCHyper and Big Jah for helping me test this logic with the mod.

P.S. If anyone has any particular questions regarding this please me about it  Wink .

Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI 

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Last edited by Morpher on Sun Oct 04, 2009 6:18 pm; edited 1 time in total

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Worm4981
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Joined: 18 Jan 2005
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PostPosted: Sat Jul 02, 2005 4:15 pm    Post subject: Reply with quote

morpher, youre an genius!

its this simple ond noone of us had this idea...

good work!!! Very Happy
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Tyler Adams
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Location: Back in black.

PostPosted: Sat Jul 02, 2005 4:28 pm    Post subject: Reply with quote

Worm4981 wrote:
and noone of us had this idea...


Almost no one. Morpher did. Good work, Morpher, I should think this is worth a custom rank.


*Waves DvD over, then whispers in his ear*
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CCHyper
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PostPosted: Sat Jul 02, 2005 5:47 pm    Post subject: Reply with quote

Morpher! Morpher! Morpher!, yes very good indeed my friend, i second that Tyler #Tongue

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Clarkson
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PostPosted: Sat Jul 02, 2005 8:44 pm    Post subject: Reply with quote

The best part is that i have an excuse for adding the hidden vxls in a mod now! morpher you own. #Tongue
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Morpher
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PostPosted: Sun Jul 03, 2005 11:54 am    Post subject: Reply with quote

Custom rank?I don't think its really a massive discovery,its just some useful logic.
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Banshee
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PostPosted: Sun Jul 03, 2005 2:26 pm    Post subject: Reply with quote

Quote:
*Waves DvD over, then whispers in his ear*


He forgot a basic detail: DvD is a moderator, not an admin here Wink.
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Morpher
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PostPosted: Sun Jul 03, 2005 2:45 pm    Post subject: Reply with quote

lol yes
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Tyler Adams
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PostPosted: Sun Jul 03, 2005 3:04 pm    Post subject: Reply with quote

I just realized that a few hours ago.
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DoMiNaNt_HuNtEr
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PostPosted: Mon Jul 04, 2005 2:04 am    Post subject: Reply with quote

Excellent! So morpher? I guess your implementing this in your mod?
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Ackron
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PostPosted: Mon Jul 04, 2005 9:48 am    Post subject: Reply with quote

yes he is.
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Allied General
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PostPosted: Mon Jul 04, 2005 11:41 am    Post subject: Reply with quote

NCO (new construction options) Bug?
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Morpher
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PostPosted: Mon Jul 04, 2005 8:52 pm    Post subject: Reply with quote

You have done it wrong,it workes fine for me and sveral others however if you do some parts wrong it can go horribly wrong.And yes this will be in my mod but bets used for the more water style maps that wes is working on
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Allied General
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PostPosted: Tue Jul 05, 2005 4:35 pm    Post subject: Reply with quote

lol i haven't tested it out but i thought a NCO could occur.

If it doesn't then congrats :p
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m666
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Joined: 09 Apr 2005
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PostPosted: Sat Jul 09, 2005 1:23 am    Post subject: Reply with quote

not meaning to spoil the creating all the sides stuff, but couldn't you just give it to the Civilians?  I may be wrong big time...
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Durrandi
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Joined: 24 May 2005
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PostPosted: Sat Jul 09, 2005 8:25 pm    Post subject: Reply with quote

I got the NCO, it shows the icon but it's dimmed and it won't let me buy it
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CCHyper
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PostPosted: Sat Jul 09, 2005 8:38 pm    Post subject: Reply with quote

post your rules and i will look at it, you have made a mistake somewhere...

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Durrandi
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PostPosted: Sat Jul 09, 2005 8:59 pm    Post subject: Reply with quote

Code:
[CRUSR]
Name=Attack Ship
Image=CRUSR
Prerequisite=GAWEAPNY,PROC
Strength=460
Category=AFV
Primary=MammothTusk
Secondary=
Armor=heavy
TechLevel=3
Sight=7
Speed=2.0
CrateGoodie=no
Owner=Naval,Civilian
AllowedToStartInMultiplayer=no
Cost=1200
Points=30
ROT=1
Crusher=no
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=4
DebrisTypes=
DebrisMaximums=6
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementRestrictedTo=Water
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1

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CCHyper
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PostPosted: Sat Jul 09, 2005 9:02 pm    Post subject: Reply with quote

...
Owner=GDI

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Morpher
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PostPosted: Sat Jul 09, 2005 9:05 pm    Post subject: Reply with quote

NO,NO NO NO NO NO NO NO!!!!!!!!!!

1.Owner=Naval
2.Naval Yard techlevel=-1

When not working use the codes I posted.They gave everyone succesful tests
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Durrandi
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PostPosted: Sat Jul 09, 2005 9:21 pm    Post subject: Reply with quote

WTF!?! i thought i put that
crap, sorry for wasting your time with my carelessness
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Morpher
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PostPosted: Sat Jul 09, 2005 9:28 pm    Post subject: Reply with quote

Does it work ok now?
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daTS
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Joined: 18 Feb 2005
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PostPosted: Mon Jul 11, 2005 12:45 am    Post subject: Reply with quote

Morpher.. I must talk to you on MSN regarding this and its use in something.
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Morpher
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PostPosted: Mon Jul 11, 2005 3:33 pm    Post subject: Reply with quote

I see....catch me sometime.
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cncfreak
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PostPosted: Tue Jul 26, 2005 6:19 pm    Post subject: Reply with quote

Cool Im likin this mod so far! Very Happy

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Jah
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PostPosted: Wed Jul 27, 2005 8:15 pm    Post subject: Reply with quote

This is a tutorial... Noob!
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Assassin X
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PostPosted: Wed Aug 03, 2005 7:42 am    Post subject: Reply with quote

OK i read this but im totaly lost now.

So what exactly am i wanting to put in my rules files to build a naval yard and ships? I started to get it but then it went into something about "Test" things??

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Jah
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PostPosted: Wed Aug 03, 2005 8:20 pm    Post subject: Reply with quote

Quote:

1.It can work if captured.
2.It can work if deployed from a building.

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Morpher
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PostPosted: Wed Aug 03, 2005 9:26 pm    Post subject: Reply with quote

Test was an example of another side you could try this with,your naval side does not have to be called naval,anyway,the Test part is an optional peice so you can try an alternate war factory.
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Assassin X
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PostPosted: Thu Aug 04, 2005 2:57 am    Post subject: Reply with quote

Ok im a pain. Since i dont seem to get this exactly i want to make it so both GDI and NOD can build it. Could someone paste what goes where in a post for me so i can put it in my INI? Preferbly with all the settings like GDI,NOD and prices and what not.

Thanks, im just to  #Newbie to seem to get it!

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Morpher
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PostPosted: Thu Aug 04, 2005 3:01 am    Post subject: Reply with quote

I practically did it all for you up there.
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daTS
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PostPosted: Thu Aug 04, 2005 3:04 am    Post subject: Reply with quote

omg its attack of the stupid people >.<
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Assassin X
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Joined: 02 Aug 2005

PostPosted: Thu Aug 04, 2005 4:20 am    Post subject: Reply with quote

Well to be technical im brain injured <--not sarcasm.  Confused

If it was just simply like:

This goes in Warheads:
INFO
INFO
INFO

This goes in ART.INI under yadda yadda section:
INFO
INFO
INFO

Then id get it and understand but since there a whole lot of talking(which i know you need to explain) its hard for me to understand it and do what it says.

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Morpher
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PostPosted: Thu Aug 04, 2005 4:35 am    Post subject: Reply with quote

What the hell!There are no warheads.There are no new graphics,stop being lazy and expect people to make the graphics,I used place holders.I would say read tutorials on this but seen as this is a tutorial I will just simply give you a magic link

http://www.ppmsite.com/forum/viewforum.php?f=30
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Assassin X
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PostPosted: Thu Aug 04, 2005 5:38 am    Post subject: Reply with quote

Ummm talk about lack of compasion, what a prick.  Mad

Im not being lazy idiot. I have a hard time when i see this:

Quote:
[MOBILEYARD]
Owner=GDI/Nod ----depends on who you want to be.
DeploysInto=MOBILEYARDD


Followed by tons of speaking then more needed codes like this:

Quote:
[MOBILETEST]
Owner=GDI/Nod ----depends on who you want to be.
DeploysInto=MOBILETESTD


Not to mention ive never seen or done coding like this so i dont know where it goes in the rules:

Quote:
[Naval]
Name=Naval
Suffix=Nvy
Prefix=N
Color=NeonBlue
Side=Naval
SmartAI=yes
MultiplayPassive=true


If it just said "Put this here" and you listed what it was like you have instead of all the info it would be easy for me but instead you insult me for being disabled. Just because your an obvious know all with a non-damaged brain does mean we all are. All the chatting in between the lines throws it all off for me. Sorry for living in your perfect world. Ill go away and play Seaseme Street games since im not up to par with your intelligence....that and im "Lazy".

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Thu Aug 04, 2005 12:16 pm    Post subject: Reply with quote

'Assassin X', Morpher is a good guy, please dont make him feel bad. Sad & as for you, well, he is saying the unit basically needs to have those extra codes... & the [naval] is the new side so only units under that team come out of its building...

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Thu Aug 04, 2005 1:35 pm    Post subject: Reply with quote

assasin x this tutorial is meant for people with some experience
i suggest you do some basic stuff and try some easier tutorials
also try to look at all things in the rules.ini file and try to learn what it means by making changes and recording what it changed in-game
of course you have to know what entry you're changing and take the appropriate side/map/mission to see what's changed

modding is not the easiest of things therfor you have to do the basics before trying do do something large
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Aug 04, 2005 5:05 pm    Post subject: Reply with quote

I apologise assasin,I suggest you do some more practice with other tutorials before attempting this,you really need to understand how the logic works in it.
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Assassin X
Vehicle Driver


Joined: 02 Aug 2005

PostPosted: Thu Aug 04, 2005 6:35 pm    Post subject: Reply with quote

Sorry for yelling   Sad

Ive done some of the hard tutorials and got the units to work. I think i can get this. I put in the information but the buildind isnt showing up. Here is what i did:

I put the GDI Naval Ship Yard item in the building list and then in the list(###=GASHIPY)...etc

I put the Heavy Boat Attack Ship and Mobile Naval Yard in the vehicle list and then in the ###= list.

I put [NAVAL] thing in the "Country Statistics".

Now the only two left i wasnt sure where to put them:

[MOBILEYARD]
Owner=GDI;Nod
DeploysInto=MOBILEYARDD

[MOBILEYARDD]
Owner=naval
WaterBound=yes
UnDeploysInto=NAVALYARD

Also if i wanted to make it so both GDI and NOD wanted to use this how would i change the GDI naval ship yard so NOD could use it?

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ChrisBlitz
Medic


Joined: 17 Sep 2005

PostPosted: Fri Sep 23, 2005 8:22 pm    Post subject: Reply with quote

[MOBILEYARD] is the Mobile Shipyard in vehicle form. Add the specified tags to the YOUR version of the Mobile shipyard to get it to deploy.

[MOBILEYARDD]
Owner=naval
WaterBound=yes
UnDeploysInto=NAVALYARD

These tags enable the alt naval yard/war factory logic, allow the vehicle to deploy only in water, and allow the Deployed Shipyard to become a vehicle again.
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bobingabout
Vehicle Driver


Joined: 22 May 2004

PostPosted: Wed Nov 16, 2005 10:44 am    Post subject: Reply with quote

I've got a better idea Razz

if you add Naval to the Owner= tag of the Construction Yard(s), you should be able to build the naval yard directly without having to have the deployable unit to make 1.

since, you can only build stuff of the same type of owner as your factory.

been a while since i modded TS though, but it works in YR.

(I spent weeks playing with the Owner tag when i was researching 4th side stuff in YR several years ago)
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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Nov 16, 2005 3:17 pm    Post subject: Reply with quote

OMFG!!!!! IT'Z Bobingabout!!!!!!!!!!!!!!!! Your BACK!!!!!
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bobingabout
Vehicle Driver


Joined: 22 May 2004

PostPosted: Wed Nov 16, 2005 5:36 pm    Post subject: Reply with quote

i never actually left, just moved ove to different forums. i was linked here last night, so i replied Razz
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Nov 16, 2005 7:40 pm    Post subject: Reply with quote

That's an interesting idea... I might test it when I get some free time Smile.
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Nov 16, 2005 9:10 pm    Post subject: Reply with quote

Well done! If this works we can have kennels, naval yards, anything, air fields, all working, this has to be tested, I'l test this very soon and tell the results.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Nov 16, 2005 9:55 pm    Post subject: Reply with quote

w00t realy!, must think of new ideas now!

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Nov 16, 2005 10:48 pm    Post subject: Reply with quote

Just to note you will probably need to make side seperate MCV's for this as the orignal ConYard is also owned by both sides,and playing as GDI dosn't let you use Nod stuff even though it has Nod owner tag in it.
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bobingabout
Vehicle Driver


Joined: 22 May 2004

PostPosted: Wed Nov 16, 2005 11:26 pm    Post subject: Reply with quote

Surprised *looks worried now* #Crazy

this works in YR, no idea weather or not it will work the same in TS.
also, adding new MCVs has something we like to call the "Short game Explosion" because the BaseUnit= list does 3 functions, 1 to make the MCV be considered a structure in short game, another is to give you the MCVs according to the owner tags so GDI would get an MCV with Owner=GDI and nod would get 1 with Owner=Nod, the other is to make it zoom to your MCV when you press H, just like it would zoom to your construction yard.
the structure in short game part doesn't work. and since you only have 1 MCV, i assume adding another won't work.

does TS even have a shortgame mode? i can't remember.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Nov 17, 2005 10:12 pm    Post subject: Reply with quote

it was added in patch in shortgame and icons r greyed out i think, nco happens a lot too
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Nov 17, 2005 10:16 pm    Post subject: Reply with quote

Well I tried it (ONLY VERY BRIEFLY) and it didn't work unfortunately, nothing naval (side) was bothered with.Also, if you do the method correct, you have no NCO or greyed out cameo's.
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