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Adding a Custom Code to a Map ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sun Nov 22, 2020 11:17 pm    Post subject:  Adding a Custom Code to a Map ? Reply with quote  Mark this post and the followings unread

Is it possible to somehow add a code to a map like to make buildings and walls stronger ?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Nov 23, 2020 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Open the map in a text editor (FA2 also has INI editor) and add code. Most of the rules(md).ini content can be overwritten. Can't include art(md).ini content, so have to use existing graphics when making new buildings/units etc..

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Mon Nov 23, 2020 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Yes. Open the map in a text editor (FA2 also has INI editor) and add code. Most of the rules(md).ini content can be overwritten. Can't include art(md).ini content, so have to use existing graphics when making new buildings/units etc..

Can I actually integrate any custom SHP or VXL file to a custom map or must it be always outside the MAP file? You know, just like in source engine mods do, you don't need to overwrite MDL file for 2 or more modded maps.

I started to make my own custom maps again, that's why I asked.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Nov 23, 2020 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maps are simple text files, those can't contain additional files. For additional files, you have to make it as a mod and supply maps with it.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Tue Nov 24, 2020 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I added this code at the end of the map so that when you enter the lab you will get to build the hero infantry but nothing happens.

Do I have to use FA's INI editor because I added the code with notepad.
Plus FA's INI editor has no tips on using it.

What am I doing wrong ?

Code:
;Einsteins Lab
[CALAB]
UIName=Name:EinsteinLab
Name=Einstein's Lab
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=yes
CaptureEvaEvent= EVA_SecretLabCaptured
SecretInfantry=ARND
SecretLab=yes

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Nov 24, 2020 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread

You are making that building CanBeOccupied, which is not what you want.

It is an already defined building in rules, so give only what needs change like

Code:
[CALAB]
Capturable=yes
CaptureEvaEvent=EVA_SecretLabCaptured
NeedsEngineer=yes
CanBeOccupied=no
MaxNumberOccupants=0
CanOccupyFire=no
Unsellable=yes
SecretInfantry=ARND
SecretLab=yes

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Tue Nov 24, 2020 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Elite it worked.
I tried doing the same thing but using the communications center to see if I can get the Paris tower but it doesn't work.

Do you know why ?

Code:
[CATECH01]
UIName=Name:CATECH01
Name=Communications
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
Capturable=yes
CaptureEvaEvent=EVA_SecretLabCaptured
NeedsEngineer=yes
CanBeOccupied=no
MaxNumberOccupants=0
CanOccupyFire=no
Unsellable=yes
SecretBuilding=CAPARS01
SecretLab=yes



 
[CAPARS01]
UIName=Name:CAPARS01
Name=Paris Tower
TechLevel=10
Cost=5000
BuildLimit=1
Strength=3000
;Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Insignificant=no
Nominal=yes
RadarInvisible=no
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Primary=EiffelBolt ; of DEATH
Power=-100
Powered=Yes
Overpowerable=true
DestroyAnim=CAPR01DM
LeaveRubble=yes
DieSound=MonumentCrumble
Code:

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Nov 24, 2020 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Uncomment Owner=.

Use a building which has cameo/icon defined in art, otherwise you get default icon.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Tue Nov 24, 2020 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont understand what UNCOMMENT OWNER  means but if you mean getting rid of this  ;

I did and I still get no tower

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Nov 25, 2020 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

It works for me with the same code by giving Owner for CAPARS01 and setting its TechLevel=-1.

CATECH01 is pre-placed on the map, when engineer enters it, you get to build Paris Tower.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Wed Nov 25, 2020 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

OHHHH...that's where I made the mistake.
So I have to already have it on the map to build it.

See, I thought that by adding this code to the communication center it would be similar to Einsteins lab.

I thought just by capturing the center, it would grant the player the ability to build it without it being on the map…but this does make it interesting.

I'm going to test if I can have the tower unpowered but once its captured it needs a lot of power to turn it on

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