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#1 Guest_noek1993_*

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Posted 26 September 2007 - 01:27 PM

hej, I have made a new side but It dont got a start building and I am sure it I have made one
any other unit in the mod dont work either, they arent is the mod

needing help

#2 Phil

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Posted 26 September 2007 - 01:29 PM

Maybe post the code of your playertemplates.ini file and the xml file of your new starting building. Oh, and does the compilation of the mod complete without errors?

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#3 Guest_noek1993_*

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Posted 26 September 2007 - 02:21 PM

http://files-upload....21490/ESMod.rar
files a in here

ESBase is the start building en the ini is easy to find

I dont have erors I think but It dont copy the inin, I have to do it by my self
I can select my side but there isnt a start building


-----------
Edit by DLotS: fixed the link

Edited by Dark Lord of the Sith, 26 September 2007 - 02:26 PM.


#4 Phil

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Posted 26 September 2007 - 02:33 PM

It seems you based your starting building on the mutant hovel or something like that, but a starting building needs some special settings. You certainly need some parts of a construction yard's KindOf, maybe it takes even more. Either you try to add all the relevant parts or you start out from a construction yard and change what you want to change. And btw, shouldn't your faction be able to construct buildings?

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#5 Guest_Guest_*

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Posted 26 September 2007 - 02:40 PM

I am working on let it thinks work, if you look around you see some buildings,

can you fix the ESbase.xml
because I dont know what to chance

#6 Phil

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Posted 26 September 2007 - 02:45 PM

No way, we don't do stuff for others here, we only provide help :D I'm sure you'll find out what to change eventually.

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#7 Guest_noek1993_*

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Posted 26 September 2007 - 02:47 PM

I dont think I will find it, think is my first md ever, can you say me what I need to add
I only need where I can find it in the nodMCV/GDIMCV

BUT I dont know what the problem is

#8 Phil

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Posted 26 September 2007 - 02:54 PM

Short explanation: You need to go into NodConstruxtionYard.xml and copy the KindOf line and enter that in place of the one you have now. I'm not sure if that's enough, but it's a step in the right direction.

Long explanation: In C&C3, an object is mainly defined by it's KindOf, these flags tell the engine in which category it should go. All the other code parts only define how it looks, how it reacts, what it can do, and so on. So for a special structure like a ConstructionYard-ish thing, you will most likely need some special tags that tell the engine "hey look, this is a construction yard".

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#9 Guest_noek1993_*

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Posted 26 September 2007 - 03:00 PM

for what do I have to search in the GDIDCONSTRUCTIONYARD.xml
I am now looking, but cant find it for now

#10 Guest_noek1993_*

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Posted 26 September 2007 - 03:01 PM

is it CampnessValue="=$CAMPNESS_CONYARD" ?????

#11 Phil

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Posted 26 September 2007 - 03:15 PM

No, it's the KindOf line. But while you're on it, copy the campness value aswell.

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#12 Guest_Guest_*

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Posted 26 September 2007 - 03:23 PM

what to do with the orinal KindOf

#13 Phil

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Posted 26 September 2007 - 03:29 PM

Just delete the one in your ESBase and copy-pase in the one of the Construction Yard.

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#14 Guest_noek1993_*

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Posted 26 September 2007 - 03:55 PM

It still dont work, I will upload what I have got now

#15 Guest_Guest_*

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Posted 26 September 2007 - 04:25 PM

http://files-upload..../523847/mod.rar
is the new ESBase.xml

And still dont get it working

#16 Noek1993

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Posted 27 September 2007 - 06:22 PM

I am still trying to fix, But I realy cant get is work

I need some help

#17 Phil

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Posted 27 September 2007 - 06:47 PM

Upload your xml file alone somewhere, then I'll take a look today or tomorrow.

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#18 Noek1993

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Posted 27 September 2007 - 07:25 PM

http://files-upload..../526232/Mod.rar

I am fixing some XML problems but it gives a error

#19 Noek1993

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Posted 28 September 2007 - 06:14 PM

I am fixeing the SML problems but it gives an other error and I dont know the problem

#20 Noek1993

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Posted 28 September 2007 - 06:49 PM

ather I looked some beter I Know what files dont work:
UMFBase and UMFBunker
I have uploaded them
I need some help with it, the error says:
Critical: Instance GameObject:UMFBase [942fff2d:e8b13a2c] attempts to inherit fr
om or override non-existing instance GameObject:BaseStructure [942fff2d:4efbce1c
]

and fore UMFBunker it it gives almost thesame error

Attached Files

  • Attached File  Mod.rar   3.87KB   14 downloads





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