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Old missions with new mod (need help!)
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01001011
Vehicle Driver


Joined: 02 Jun 2005

PostPosted: Mon Feb 20, 2006 11:14 am    Post subject:  Old missions with new mod (need help!) Reply with quote  Mark this post and the followings unread

I made a 3 sided mod, and gave it a new AI.ini. No problem with multplayer.

However, when I load the missions, it crashes?
I tried to change the [houses] in the map
e.g. form
1=GDI
2=Nod
3=Neutral
...
to
1=GDI
2=Nod
3=USN
4=FGT
5=Neutral

(where USN and FGT are the new sides in the rules.ini)

The missions now loads. But all triggers form Neutral onwards does'nt work. I also changed the position of USN & FGT. No help Sad

What mistakes did I made  Confused

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Mon Feb 20, 2006 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

You may have to replace the Neutral house with one of the new sides, which is what I'm assuming you did with the "Special/JP" house, since I don't see it in the code you posted. I think there's a house limit in TS/FS, but I'm not sure...

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01001011
Vehicle Driver


Joined: 02 Jun 2005

PostPosted: Wed Feb 22, 2006 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Sir Modsalot. Smile
In the rules I simply added the new houses
[Houses]
1=GDI
2=Nod
3=USN
4=FGT
5=Neutral
6=Special

This is standard in all mods. From my experience, all SP maps must contain all 6 houses or there is an IE.

Things seems to get better when I changed all houses with
side=Civilian
to
side=FGT
at least I don't need kill all civilian units in order to finish Nod Mission 1 & 2.

The Hussan AI still dose'nt do anything.

The main problem is the save Slavick mission, where the truck must pick up the CC, move into the enemy base, and unload.

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