incia
  • incia
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17 years ago
I would like to give the Drone Platform the Assimilator when refund.

But can't seem to find anywhere in the codes where I could add this. What do I need to edit?
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CommieDog
17 years ago
Find this line of code in \Alien\Structures\AlienDronePlatform.xml:
			<xi:include
				href="DATA:Includes/GenericAlienBuildingDestruction.xml" />[/code]...and replace it with this:[code]	<CreateObjectDie
		id="ModuleTag_CreateOccupiedSuicide"
		CreationList="OCL_DronePlatformBuildingSuicide" >
		<DieMuxData DeathTypes="SUICIDED" />
	</CreateObjectDie>[/code]Then add this code to \GlobalData\ObjectCreationLists.xml:[code]
	<ObjectCreationList
		id="OCL_DronePlatformBuildingSuicide">
		<CreateObject
			Options="IGNORE_ALL_OBJECTS"
			Disposition="ON_GROUND_ALIGNED">
			<CreateObject>AlienBuzzers</CreateObject>
		</CreateObject>
		<CreateObject
			Options="IGNORE_ALL_OBJECTS"
			Disposition="ON_GROUND_ALIGNED">
			<CreateObject>AlienAssimilator</CreateObject>
		</CreateObject>
	</ObjectCreationList>
And, of course, make sure that both files are referenced in your Mod.xml file.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
incia
  • incia
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17 years ago
EDIT: I fixed it

1. I buffed the Devourers HP and made it cheaper.
2. I added Combat Silos. You can garrisone one infantry in them ^^
3. NOD gained cheaper Silos without garrisoning abilities instead.
4. Droneplatforms now cost the same as NOD and GDI MCV and when refund you gain Buzzer and Assimilator.
5. I made Mutant Marauders uncrushable by medium vehicles and made them slightly cheaper.
6. Silos when refund gain no infantries now.


UserPostedImage

---

EDIT:

"Critical: Unknown define CAMPNESS_CONYARD"

In the coding that line has a "$" in front of it.
So far all "$" have given me an error when trying to compile the Mod.

How can I compile my Mod without getting this error? That line of code is in the original files, so why does the compiler think it's an error?
CommieDog
17 years ago
Do you have this included in the Includes section of your object's XML file?

		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />

UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
incia
  • incia
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  • Commander in Chief Topic Starter
17 years ago

Do you have this included in the Includes section of your object's XML file?


		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />

CommieDog wrote:



Now I do ;)

---

What does the Weapon.xml have for differences apart from the other files?

Because now the Mod compiles just fine except it gets an error on the Weapon file. And the only thing I changed in that are some stats (Guardian Cannon weapon damage, Corrupter buff and Devourer buff)

Currently I put the Weapon file away... the mod works okay without it, so the problem is in that file.

---

EDIT:

I know I have to create a Mod.str file. But how do I know what I should type in it?

What I'm trying to do here is to change the tooltips in-game. For example I changed the prerequisites for powerplant upgrades so you only need the Operation Center. But in-game it still says over Tech Center that "Power turbine Upgrade unlocked" or something like that. I would need to change this line into the Operation Center instead.

Someone told me to modify the "object.xml" file, but I don't have one singel object.xml files on my computer, so that wasn't much for a help.
CommieDog
17 years ago

Because now the Mod compiles just fine except it gets an error on the Weapon file. And the only thing I changed in that are some stats (Guardian Cannon weapon damage, Corrupter buff and Devourer buff)

Currently I put the Weapon file away... the mod works okay without it, so the problem is in that file.

Incia wrote:


The mod compiler should tell you which line of code is causing the problem.

EDIT:

I know I have to create a Mod.str file. But how do I know what I should type in it?

What I'm trying to do here is to change the tooltips in-game. For example I changed the prerequisites for powerplant upgrades so you only need the Operation Center. But in-game it still says over Tech Center that "Power turbine Upgrade unlocked" or something like that. I would need to change this line into the Operation Center instead.

Someone told me to modify the "object.xml" file, but I don't have one singel object.xml files on my computer, so that wasn't much for a help.

Incia wrote:


The prerequisites line within the tooltip is generated ingame, not read from Mod.str. Have you tried editing the prerequisites for the Power Turbines upgrade?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
incia
  • incia
  • 100% (Exalted)
  • Commander in Chief Topic Starter
17 years ago

What I'm trying to do here is to change the tooltips in-game. For example I changed the prerequisites for powerplant upgrades so you only need the Operation Center. But in-game it still says over Tech Center that "Power turbine Upgrade unlocked" or something like that. I would need to change this line into the Operation Center instead.

CommieDog wrote:


Have you tried editing the prerequisites for the Power Turbines upgrade?

Incia wrote:



So yes I did.
In-game if you hover over the upgrade icon, then yes it says "requires operation Center".

But the icon for purchasing the Tech Center, that still says "Unlocks upgrade: power Turbines".

---

And the compiler don't tell me what's wrong. Each time I add the Weapon.xml it just stops there. It encounteres an error and I have to shut it down. The last line in the compiler is the direction to the Weapon.xml.
But if I delete the Weapon.xml then the compiler compiles just fine.

---

EDIT:

Nice coding from EA, I found a typo in the Devourers coding o_O

ParseCondStateType="PARSE_NORMAL"
ConditionsYes="UNPACKING" >
BoneName="NONE"
FXParticleSystemTemplate="CorrputerTibSuck"
FollowBone="true" />
BoneName="NONE"
FXParticleSystemTemplate="CorrupterTibSuck02"
FollowBone="true" />
CommieDog
17 years ago

So yes I did.
In-game if you hover over the upgrade icon, then yes it says "requires operation Center".

But the icon for purchasing the Tech Center, that still says "Unlocks upgrade: power Turbines".

Incia wrote:


Oh, my mistake. I found a download for a cnc3.csf file that appears to contain all of the strings used in C&C 3. You can use it to copy the Tech Center tooltip's existing text and paste the modified version in your copy of Mod.str.

Download Attachment: UserPostedImage C&C3Strings.zip 
306.59 KB

And the compiler don't tell me what's wrong. Each time I add the Weapon.xml it just stops there. It encounteres an error and I have to shut it down. The last line in the compiler is the direction to the Weapon.xml.
But if I delete the Weapon.xml then the compiler compiles just fine.

Incia wrote:


You mean it just freezes? That doesn't sound like normal behavior. Have you tried putting an unmodified version of Weapon.xml into your mod to see if it has the same problems?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
incia
  • incia
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  • Commander in Chief Topic Starter
17 years ago

You mean it just freezes? That doesn't sound like normal behavior. Have you tried putting an unmodified version of Weapon.xml into your mod to see if it has the same problems?

CommieDog wrote:



Yeah, I tested that. I actually already deleted the modified version and only tested the original file but it encountered the same error. The compiler seems to not want to compile Weapon.xml.

---

Thanks for the strings! I found the stuff I need to edit there.
However, after modifying the strings do I just place this into the Mod folder? I mean the csf.file?
I used XCC Mixer to modify the strings.
CommieDog
17 years ago
Hmm...You may want to try reinstalling the Mod SDK then.

The idea was to copy the strings you want to edit into Mod.str and then edit them, not just edit the cnc3.str file.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
incia
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  • Commander in Chief Topic Starter
17 years ago

Hmm...You may want to try reinstalling the Mod SDK then.

The idea was to copy the strings you want to edit into Mod.str and then edit them, not just edit the cnc3.str file.

CommieDog wrote:



But how do I "take away" a string from a structure?

I mean, yes, I could copy & paste the upgrades to the new structures, but wouldn't the old strings still be left in the tech structure?

If I edit the mod.str how do I "delete" a string from a structure?

---

For example taking away the Venom Signature upgrade from tech lab into the air tower. How would that easy process look like?
CommieDog
17 years ago
You're trying to replace a string, right? Just put the new string in Mod.str and it should replace the standard one when compiled.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
incia
  • incia
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  • Commander in Chief Topic Starter
17 years ago
Could you give one example? I mean how to make one string.
First the game whined that I had missing END commands... then I spammed END everywhere and the whining stopped... but in-game I see no changes whatsoever. :S
CommieDog
17 years ago
Here's a modified version of a string that I have working ingame:
Desc:GDITechCenter
"Modified Text goes here, between the quotes."
END
If that doesn't work (I've never tried replacing a string before), then try modifying the XML file for the Tech Center to have Desc:GDITechCenterMod or something like it and then have the string in Mod.str use that header.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you