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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 01-23-2005, 07:02 PM   #1 (permalink)
Junior Member
 
Join Date: Jan 2005
Posts: 14
Default S.O.S. Structure question S.O.S.

Hello people. Ive been working for a mod but I have encountered some problems in structure building could you help me out? here's what happened..
I tried to replace Russia in RAYR with my new country. All is fine until I came to structure building. for example I have added a new building for my new country. what happens is that some of the previous available buildings for my country is lost / unable to be built because gone in the sidebar menu. Strange since I never forget to place their names in the [BuildingTypes] section in rulesmd..

here are some of my structure codes

by the way.. the only structure here which is unavailable is the [XAREFN] (refinery) & [NASWEAP] (warfactory) first.. the only unavailable building here is the [NABAR] (new country barracks) but when I decided to add a new structure [DDEFD] (core defender from tsfs) the barracks which was unavailable became available while the refinery & the warfactory which were available were unavailable to be built.

[DACNST]
UIName=NameACNS
Name=Allied Construction Yard
Image=CORE
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=DMCV
Sight=8
Owner=Russians
Cost=3000
Points=80
Power=100
Capturable=true
Crewed=no
;DestroyAnim=GACNSTDM
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DB RIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7L G
MaxDebris=15
MinDebris=7
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigG reySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
DeathWeapon=Pulsebomb
Explodes=yes

[NAAPWR]
UIName=Name:NAPOWR
Name=Advanced Power Plant
BuildCat=Power
Prerequisite=DACNST
Strength=750
Armor=wood
TechLevel=7
Adjacent=2
Sight=4
Owner=Russians
Cost=900
Points=40
Power=300
Capturable=true
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=30
MinDebris=25
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=290, 570, 320
TogglePower=no
PoweredSpecial=yes

[NABAR]
UIName=Name:NABAR
Name=Pat Barracks ;needs different Given Name to avoid editor confusion
Image=PABAR
BuildCat=Tech
Prerequisite=POWER,DACNST
Strength=500
Armor=steel
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Owner=Russians
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Crewed=no
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
;DestroyAnim=GAPILEDM
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DB RIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=-64,64,0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=215,395,200
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Tiberium Refinery
[XAREFN]
UIName=Name:GAREFN
Name=Pat Ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
NumberOfDocks=1
Bib=yes
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
Prerequisite=POWER,DACNST
Strength=1000
Adjacent=3
Armor=wood
TechLevel=1
FreeUnit=PARV
Sight=6
Owner=Russians
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1200
Soylent=300
Points=80
Power=-15
Storage=200
Capturable=true
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
HalfDamageSmokeLocation1=0,0,0
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigG reySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes

[NASRADR]
Name=Radar
Prerequisite=XAREFN,DACNST
Strength=1000
BuildCat=Tech
Factory=InfantryType
ExitCoord=-64,64,0
Radar=yes
SpySat=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=Russians
Cost=1000
Points=60
Power=-40
Powered=true
Capturable=true
Sensors=yes
Crewed=no
Upgrades=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=440, 200, 200
AIBuildThis=yes

[NASWEAP]
UIName=Name:NAWEAP
Name=GDI War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,NABAR,DACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=heavy
TechLevel=2
Sight=4
Adjacent=2
Owner=Russians
Cost=1500
Points=80
Power=-20
Capturable=true
Crewed=no
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=8
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=408, 880, 435
AIBuildThis=yes
ExitCoord=212,128,200
NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck

; concrete wall
[GASWALL]
UIName=Name:GAWALL
Name=Allied Wall
BuildCat=Combat
Strength=300
Prerequisite=DACNST
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=Russians
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
;ForbiddenHouses=French ;GEF French get the normal wall now, just like everyone else
Cost=50 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
ThreatPosed=0 ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5

[NASTMPL]
UIName=Name:NATECH
Name=Pat Battle Lab
BuildCat=Combat
Prerequisite=NASWEAP,RADAR,DACNST
Strength=500
Armor=wood
TechLevel=7
Adjacent=2
Sight=6
Owner=Russians
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1759
Points=85
Power=-50
Capturable=true
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DB RIS8LG,DBRS10LG
MaxDebris=10
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigG reySmokeSys
DamageSmokeOffset=200, 325, 200
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial

[NASOBEL]
UIName=Name:ATESLA
Name=Obelisk of Light
Prerequisite=POWER,DACNST
BuildCat=Combat
Strength=725
Armor=wood
TechLevel=9
Adjacent=2
Sight=8
Owner=Russians
Cost=1200
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
Primary=LaserFire3
Turret=no
TurretAnim=NAOBEL_B
TurretAnimZAdjust=-100
MaxDebris=4
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=355, 525, 225
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false

[NAPSTLH]
UIName=Name:GAGAP
Name=Stealth Generator
BuildCat=Combat
Prerequisite=POWER,DACNST
CloakGenerator=yes
CloakRadiusInCells=12
HasRadialIndicator=true
RadialColor=255,0,0
Strength=600
Armor=wood
TechLevel=9
Adjacent=2
Sight=6
Owner=Russians
Cost=1800
Points=60
Power=-80
Powered=true
Capturable=false
Sensors=yes
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes ; commented out so that it's easier to debug base building

[DDEFD]
UIName=Name:GAGAP
Name=Core Defender
BuildCat=Combat
Prerequisite=POWER,DACNST
Image=DEFD
Capturable=false
Owner=Russians
UndeploysInto=DEFENDER
MaxDebris=10
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
Strength=3500
Armor=concrete
TechLevel=10
Adjacent=4
Sight=6
Cost=3000
Points=2000
Power=0
Powered=false
Sensors=yes
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=375,550,500
AIBuildThis=no
UndeploySound=COREUP1
ImmuneToPsionics=yes

Ive already given them a simple Prerequisite but still they are not available..
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Old 01-23-2005, 07:59 PM   #2 (permalink)
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Well at a quick glance all that immediately springs to mind is that you are using a generic prerequisite group "POWER".
What buildings do you have in PrerequisitePower= ?
Perhaps your problem lies there.
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Old 01-24-2005, 03:15 AM   #3 (permalink)
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I tried to change all of the buildings prerequisite into
Prerequisite=DACNST
in which the DACNST is the construction yard of my new country but still some of the structures dont appear in the sidebar menu
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Old 01-24-2005, 05:14 AM   #4 (permalink)
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Very bizarre, I'm afraid I have no idea. You could try running DCoder's ini checker program, (just make sure you make a backup of your ini files first as his program deletes all the comments).

Get it from:
http://dcoder.cannis.net
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