Spaceboy
  • Spaceboy
  • 50.25% (Neutral)
  • Captain Topic Starter
12 years ago
i made a new engineer and added this to its behaivor

href="DATA:Includes/BridgeEngineerContain.xml" />
href="DATA:Includes/GenericEngineerContain.xml" />
href="DATA:Includes/RepairAlliesEngineerContain.xml" />


i also addet also addet the engineer in the data



id="ModuleTag_EngineerContainBridge"
NameOfVoiceToUseForFriendlyEnter="VoiceEngineerRepair"
NameOfVoiceToUseForHostileEnter="VoiceEngineerRepair"
EvaEventForRepair="BridgeRepaired"
EvaEventForCapture="BridgeRepaired"
FXForRepair="FX_Bridge_Repaired"
FXForCapture="FX_Bridge_Captured"
FXForCaptureAndReplace="FX_Building_Captured"
ImmediatelyEnabled="true">

GDIEngineer
NODSaboteur
AlienAssimilator
NewEngineer





id="ModuleTag_EngineerContain"
NameOfVoiceToUseForFriendlyEnter="VoiceEngineerRepair"
NameOfVoiceToUseForHostileEnter="VoiceCaptureBuilding"
EvaEventForRepair="BuildingRepaired"
EvaEventForCapture="EnemyBuildingCaptured"
FXForRepair="FX_Building_Repaired"
FXForCapture="FX_Building_Captured"
FXForCaptureAndReplace="FX_Building_Captured"
ImmediatelyEnabled="true">

GDIEngineer
NODSaboteur
AlienAssimilator
NewEngineer





id="ModuleTag_EngineerContain"
NameOfVoiceToUseForFriendlyEnter="VoiceEngineerRepair"
NameOfVoiceToUseForHostileEnter="VoiceCaptureBuilding"
EvaEventForRepair="BuildingRepaired"
FXForRepair="FX_Building_Repaired"
FXForCapture="FX_Building_Captured"
FXForCaptureAndReplace="FX_Building_Captured"
ImmediatelyEnabled="true">
Rule="NONE"
Relationship="ALLIES">
GDIEngineer
NODSaboteur
AlienAssimilator
NewEngineer




Repair works fine but the rest not. What im doing wrong?

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CommieDog
12 years ago
You'll have to add the Bridge Tower objects and all of the faction buildings in order to have your new Include modules take effect.
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CommieDog: Because someone has to do your dirty work for you
Spaceboy
  • Spaceboy
  • 50.25% (Neutral)
  • Captain Topic Starter
12 years ago
Why is it necesary add them, all of them have this include part in them.

Is there any way to include, without copy them, like add the parts from GDI.xml NOD.xml Alien.xml and neutral.xml?

i didn“t find the bridges and emp centers data.
CommieDog
12 years ago

Why is it necesary add them, all of them have this include part in them.

Originally Posted by: spaceboy 


But they need to be recompiled in order for the change in the included module to take effect.
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CommieDog: Because someone has to do your dirty work for you
Spaceboy
  • Spaceboy
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  • Captain Topic Starter
12 years ago
everything is working fine, execpt for the brigdes, can you tell me witch xml i have to recompile, please
CommieDog
12 years ago
I don't have access to the XML files right now, but I think the bridge Gatehouse objects are in /Civilian/Buildings.
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CommieDog: Because someone has to do your dirty work for you
Spaceboy
  • Spaceboy
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  • Captain Topic Starter
12 years ago
do you get access soon??

ich just found Brigde1,2,3 all of them contain a BridgeX_GateHouse object but they dont have a behaviores or include part
Lauren
  • Lauren
  • 53% (Neutral)
  • Private
12 years ago
That's because everything you need is controlled via the BridgeBuilder behavior of the actual bridge object (scroll down) in addition to inheriting.
Spaceboy
  • Spaceboy
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  • Captain Topic Starter
12 years ago
Now i get these errors:

one example:

Warning: Unknown asset 'BaseRenderAssetType:CBBridge1' referenced from 'GameObject:Bridge1_Center'
in 'file://c:\program files (x86)\electronic arts\command & conquer 3\mod sdk\mods\faction\data\original\neutral\bridge\bridge1.xml'


so i looked up for the w3x includes and the real folder and found, the CBBridge1.w3x is in Art/cd/cbbrigde1.w3x

i did copy the art folder to save them, and put everythink on its correct place. After getting tonns of errors while building the mod i have seen everthing is working fine with it. Then i put the file back were they came from.

How i can deal with this kind of error?
Lauren
  • Lauren
  • 53% (Neutral)
  • Private
12 years ago
Bridges should be handled on a per map basis as they are placed in the WorldBuilder stream.
The only way for you to get rid of these errors is by patching that stream directly, but the Mod SDK doesn't have all files needed to do that. Therefore you are pretty much stuck with ignoring these errors. You just have to know which you can ignore and which not.