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Need help Add structure


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#1 FrostyHeat

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Posted 07 September 2010 - 05:54 AM

Hi I would like to have somebody to help me with Q1 stormcolumn's area it block after it was built,
and Q2 adding it to another faction.

Q1
How would I change it to lesser blocking radius so I can place other structure within the storm column range.

Q2
I google'd but I found nothing about adding structure to another faction.
I need detailed guide, this game using new thing mechanics.

And yes I have no internet connection and using cyber cafe resource per free time.

#2 Sedistix

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Posted 07 September 2010 - 11:45 AM

Sadly there are no detailed guides on modding this game. Some exist for getting you started or for advanced issues like modeling, but for basic xml tweaking and adjustments you're own your own. Don't even bother asking for them.

As for the Storm column. The reason you can not build next to it, is because of the ion storm. Remove that, and you can build stuff so close that it'll touch it. To alleviate your build radius problem you're going to have to alter the ion storm.

#3 Azuzak001

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Posted 08 September 2010 - 03:49 AM

I'm not sure about what your asking on Q2 but I will try to answer it for you. First I'm going to assume you know how to set up a directory structure for a mod and how to compile the mod.

If you want to add another faction to the game that is also simple to do. First make a folder in your mods starting directory called INI and copy the playertimeplet.ini file into it. Now you simply must modify the playertemplate.ini file and copy one of the exsisting factions and change it's name. For example, if you wanted to make a Russian force then you could copy NOD's player template, change the side to Russian, and the Displayname to INI:Russian. Then you make/edit the mod.str file and add

INI:Russian
"Russian"
End

to the file. Now when you play the game with your mod there will be a new faction, called Russian as an army choice.

But Russian is just NOD with a different name, so we would have to also change the startingbase structure to something else. Any structure you put into the game can be used for the starting structure.

Adding new structures to the game is also quite easy, it's just like adding a new unit except it's a structure and uses structure code. There are lots of tutorials on how to add a new unit to the game, and you could follow those to get a good idea on how to do it.

Hope that helps.

#4 Guest_Guest_angelofheil_*_*

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Posted 11 September 2010 - 05:23 AM

I'm not sure about what your asking on Q2 but I will try to answer it for you. First I'm going to assume you know how to set up a directory structure for a mod and how to compile the mod.

If you want to add another faction to the game that is also simple to do. First make a folder in your mods starting directory called INI and copy the playertimeplet.ini file into it. Now you simply must modify the playertemplate.ini file and copy one of the exsisting factions and change it's name. For example, if you wanted to make a Russian force then you could copy NOD's player template, change the side to Russian, and the Displayname to INI:Russian. Then you make/edit the mod.str file and add

INI:Russian
"Russian"
End

to the file. Now when you play the game with your mod there will be a new faction, called Russian as an army choice.

But Russian is just NOD with a different name, so we would have to also change the startingbase structure to something else. Any structure you put into the game can be used for the starting structure.

Adding new structures to the game is also quite easy, it's just like adding a new unit except it's a structure and uses structure code. There are lots of tutorials on how to add a new unit to the game, and you could follow those to get a good idea on how to do it.

Hope that helps.



#5 FrostyHeat

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Posted 11 September 2010 - 05:27 AM

Terribly sorry for the previous post my keyboard kind of stuck up.

Thanks for all the help now I can toy around in sageXML.

But I have got another question.

How to make Avatar not destroying vehicle when upgrading the other arms?

#6 Azuzak001

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Posted 18 September 2010 - 04:17 AM

if you change the damage on the avatars special attack (which is the upgrade at the same time) to 0 then it should leave the vehicle intact and still take the upgrade.




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