Posted by: Spaceboy - Saturday, June 1, 2013 9:09:49 PM

Posted by: CommieDog - Saturday, June 1, 2013 9:20:48 PM
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.

Posted by: Spaceboy - Sunday, June 2, 2013 3:57:28 PM
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.

Posted by: CommieDog - Sunday, June 2, 2013 5:33:28 PM
[quote=spaceboy;128349]Why is it necesary add them, all of them have this include part in them. [/quote] But they need to be recompiled in order for the change in the included module to take effect.

Posted by: Spaceboy - Monday, June 3, 2013 9:58:56 AM
everything is working fine, execpt for the brigdes, can you tell me witch xml i have to recompile, please

Posted by: CommieDog - Monday, June 3, 2013 10:39:13 AM
I don't have access to the XML files right now, but I think the bridge Gatehouse objects are in /Civilian/Buildings.

Posted by: Spaceboy - Monday, June 3, 2013 12:56:29 PM
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

Posted by: Lauren - Monday, June 3, 2013 2:26:04 PM
That's because everything you need is controlled via the BridgeBuilder behavior of the actual bridge object (scroll down) in addition to inheriting.

Posted by: Spaceboy - Wednesday, June 5, 2013 12:51:56 PM
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'

Posted by: Lauren - Thursday, June 6, 2013 5:49:01 AM
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.