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help about ai build power plants
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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Mon May 11, 2020 12:27 am    Post subject:  help about ai build power plants Reply with quote  Mark this post and the followings unread

anyone know to fix this error?

country [outzider]  did not find any powerplants it could construct

my rules attached below..

Quote:


;--------------------------------------------------------------------------------------------------------------------------------

; income and production

FourthSurvivorDivisor=750
FourthBaseDefenseCounts=25,22,6
FourthCrew=GHOST
FourthDisguise=SPY
FthParaDropNum
FthParaDropInf=GHOST


FourthPowerPlant=ZAPOWR


;--------------------------------------------------------------------------------------------------------------------------------

; hack section

FourthPowerPlant=ZAPOWR

;--------------------------------------------------------------------------------------------------------------------------------

RepairBay=ZADEPT
BaseUnit=ZMCV


;--------------------------------------------------------------------------------------------------------------------------------

; Building prerequisite categories are specified here.
PrerequisitePower=ZAPOWR
PrerequisiteFactory=ZAWEAP
PrerequisiteBarracks=ZAPILE
PrerequisiteRadar=ZAAIRC
PrerequisiteTech=ZATECH
PrerequisiteProc=ZAREFN
PrerequisiteProcAlternate=SMIN

;--------------------------------------------------------------------------------------------------------------------------------

; *** House (players) List ***
; WARNING; Do not remove, override or reorder the major 9 houses and last 4 house.
;Always start your new country at number 10 and reorder the number of last 4 country followed by your newcountry.

[Countries]

10=Outzider



; ******* Side Type List *******

[Sides] ;keep this order as GDI first and Nod second

GDI=
Nod=
ThirdSide=

FourthSide=Outzider

Civilian=Neutral
Mutant=Special

;--------------------------------------------------------------------------------------------------------------------------------

; ******* Infantry Type List *******

[InfantryTypes]
;zInfantry
66=
67=
68=
69=
70=

;--------------------------------------------------------------------------------------------------------------------------------

; ******* Vehicle Type List *******

[VehicleTypes]
;zVehicles
85=ZMCV
86=ZAPOC

;--------------------------------------------------------------------------------------------------------------------------------

; ******* Aircraft Type List *******

[AircraftTypes]
;zAircraft
13=

;--------------------------------------------------------------------------------------------------------------------------------

; ******* Building Type List *******

[BuildingTypes]
;zBuilding
407=
408=ZACNST
409=ZAPOWR
410=ZAPILE
411=ZAREFN
412=ZAWEAP
413=ZAAIRC
414=ZAYARD
415=ZADEPT
416=ZATECH
417=ZAWARE
418=ZAROBO
419=ZAWEAT

;--------------------------------------------------------------------------------------------------------------------------------

; *** Terrain Object List ***

[TerrainTypes]
80=

;--------------------------------------------------------------------------------------------------------------------------------

; *** Smudge Object List ***

[SmudgeTypes]
47=

;--------------------------------------------------------------------------------------------------------------------------------

; *** Overlay Object List ***

[OverlayTypes]
254=

;--------------------------------------------------------------------------------------------------------------------------------

; *** Animation List ***

[Animations]
;zanimations
;construction yard
1072=ZACNST_A
1073=ZACNST_B
1074=ZACNST_C
1075=ZACNST_D

;power plant
1076=ZAPOWR_A
1077=ZAPOW_AD

;barracks
1078=ZAPILE_A
1079=ZAPILE_B
1080=ZAPILE_AD

;refinery
1081=ZAREFNBB
1082=ZAREFN_A
1083=ZAREFN_A_NEXT
1084=ZAREFN_B
1085=ZAREFN_BD
1086=ZAREFN_F
1087=ZAREFN_F_VOID
1088=ZAREFN_W1
1089=ZAREFN_W1D
1090=ZAREFN_W2
1091=ZAREFN_W2D
1092=ZAREFN_W3
1093=ZAREFN_W3D
1094=ZAREFN_W4
1095=ZAREFN_W4D

;war factory
1096=ZAWEAPBB
1097=ZAWEAP_F
1098=ZAWEAP_F_VOID
1099=ZAWEAP_B
1100=ZAWEAP_BD
1101=ZAWEAP_A
1102=ZAWEAP_AD
1103=ZAWEAP_W1
1104=ZAWEAP_W1D
1105=ZAWEAP_W2
1106=ZAWEAP_W2D
1107=ZAWEAP_W3
1108=ZAWEAP_W3D
1109=ZAWEAP_W4
1110=ZAWEAP_W4D

;airforce
1111=ZAAIRCBB
1112=ZAAIRC_C
1113=ZAAIRC_CD
1114=ZAAIRC_A
1115=ZAAIRC_AD
1116=ZAAIRC_B
1117=ZAAIRC_BD

;shipyard
1118=ZAYARD_A
1119=ZAYARD_B
1120=ZAYARD_C
1121=ZAYARD_CD
1122=ZAYARD_S
1123=ZAYARD_S1
1124=ZAYARD_S2
1125=ZAYARD_S3

;service depot
1126=ZADEPT_L
1127=ZADEPT_A
1128=ZADEPT_AD
1129=ZADEPT_B
1130=ZADEPT_BD
1131=ZADEPT_C
1132=ZADEPT_CD
1133=ZADEPT_D
1134=ZADEPT_DD

;secret lab
1135=ZATECH_A
1136=ZATECH_B
1137=ZATECH_C
1138=ZATECH_CD

;warehouse
1139=ZAWARE_A
1140=ZAWARE_B

;robot factory
1141=ZAROBO_A
1142=ZAROBO_B
1143=ZAROBO_c
1144=ZAROBO_CD
1145=ZAROBO_D
1146=ZAROBO_DD

;weather control
1147=ZAWEAT_E
1148=ZAWEAT_ED
1149=ZAWEAT_F
1150=ZAWEAT_FD
1151=ZAWEAT_G
1152=ZAWEAT_GD
1153=ZAWEAT_H
1154=ZAWEAT_HD
1155=ZAWEAT_P
1156=ZAWEAT_PD

;--------------------------------------------------------------------------------------------------------------------------------

; *** Super Weapon List **

[SuperWeaponTypes]
13=OutziderTankDropSpecial

;--------------------------------------------------------------------------------------------------------------------------------

[AI]
BuildConst=ZACNST
BuildPower=ZAPOWR

BuildRefinery=ZAREFN
BuildBarracks=ZAPILE
BuildTech=ZATECH
BuildWeapons=ZAWEAP

BuildRadar=ZAAIRC
ConcreteWalls=ZAWALL

BuildNavalYard=ZAYARD
BuildDummy=GAPILL,NALASR,YAGGUN

AlliedBaseDefenses=GAPILL,ATESLA,NASAM
SovietBaseDefenses=NALASR,NABNKR,TESLA,NAFLAK
ThirdBaseDefenses=YAGGUN,YAPSYT,NATBNK
FourthBaseDefenses=ZADEPT

;--------------------------------------------------------------------------------------------------------------------------------

; ******* Country Statistics *******

[FourthSide]
PowerPlant=ZAPOWR

[Outzider]
UIName=Name:Outzider
Name=Outzider
Suffix=Allied
Prefix=G
Color=Gold ;color to use when displaying objects owned by this country [see color schemes]
Multiplay=yes ;This house used as placeholder for multiplay house (def=no)?
Side=FourthSide
SmartAI=yes
;VeteranInfantry=E1
;CostUnitsMult=.85
DefaultDisguise=GHOST
Crew=GHOST
SurvivorDivisor=500
;AI.BaseDefenses=
;AI.BaseDefensesCounts=
;LoadScreenText.color=192,0,0
ParaDrop.Types=GHOST
ParaDrop.Num=10
;Sidebar.MixFileIndex=2
;Sidebar.YuriFileNames=sidenc02
;EVA.Tag=
StartInMultiplayer.Types=GHOST,ZAPOC
StartInMultiplayer.WithConst=no
;Airspeed = ;multiplier to speed for all air units [larger means faster] (def=1.0)
;Armor = ;multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
;Cost = ;multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
;Firepower = ;multiplier to firepower for all weapons [larger means more damage] (def=1.0)
;Groundspeed = ;multiplier to speed for all ground units [larger means faster] (def=1.0)
;ROF = ;multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
;BuildTime = ;multiplier to general object build time [larger means longer to build] (def=1.0)
;WallOwner = ;Will this house own walls that are placed near its buildings (def=yes)?
PowerPlant=ZAPOWR

;--------------------------------------------------------------------------------------------------------------------------------

; ******* Color Schemes *******

FourthLoad=81,200,210

;--------------------------------------------------------------------------------------------------------------------------------

; **************************************************************************
; ************************** Outzider Buildings ****************************
; **************************************************************************
;--------------- RulesMD ---------------
[ZACNST] ; Outzider Construction Yard
Image=ZACNST
UIName=Name:ZACNST
Name=Outzider Construction Yard
ConstructionYard=yes
Strength=2000
Armor=concrete
TechLevel=-1
Adjacent=10
Factory=BuildingType
UndeploysInto=ZMCV
Sight=22
Owner=Outzider
Cost=4000
Points=80
Power=0
Capturable=true
Crewed=yes
;DestroyAnim=GACNSTDM
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

;RequiredHouses=Outzider
SelfHealing=yes
Primary=MissileLauncherE
;Secondary=
IsBase=yes
Radar=yes
NavalTargeting=6
Turret=yes
TurretAnim=sam ;OUTP
TurretAnimX=70
TurretAnimY=-20
TurretAnimIsVoxel=true
TurretAnimZAdjust=-20 -140
AntiInfantryValue=10
AntiArmorValue=25
AntiAirValue=25
HasRadialIndicator=true
;ProduceCashStartup=1000
;ProduceCashAmount=10 ; Amount every Delay
;ProduceCashDelay=100 ; Frame delay between Amounts
;SuperWeapon=ForceShieldSpecial






;--------------- RulesMD ---------------
[ZAPOWR] ; Outzider Power Plant
Image=ZAPOWR
UIName=Name:ZAPOWR
Name=Outzider Power Plant
BuildCat=Power
Prerequisite=ZACNST
Strength=1750
Armor=concrete
TechLevel=1
Adjacent=10
Sight=10
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=40
Power=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes

RequiredHouses=Outzider
SelfHealing=yes
UnitAbsorb=no
InfantryAbsorb=yes
PipScale=Passengers
Passengers=20
SizeLimit=15
ExtraPower=100
MaxNumberOccupants=20
InitialPayload.Types=ENGINEER,SENGINEER,YENGINEER,CTECH
InitialPayload.Nums=1,1,1,1





;--------------- RulesMD ---------------
[ZAPILE] ; Outzider Barracks
Image=ZAPILE
UIName=Name:ZAPILE
Name=Outzider Barracks
BuildCat=Tech
Prerequisite=ZAPOWR,ZACNST
Strength=1500
Armor=concrete
Factory=InfantryType
Adjacent=10
TechLevel=2
Sight=10
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=30
Power=-10
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=GAPILEDM
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=300,0,0
GDIBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215,395,200
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

RequiredHouses=Outzider
SelfHealing=yes





;--------------- RulesMD ---------------
[ZAREFN] ; Outzider Ore Refinery
Image=ZAREFN
UIName=Name:ZAREFN
Name=Outzider Ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
;//gs revertNumberOfWaitingPoints=8
NumberOfDocks=1
Bib=yes
Prerequisite=ZAPOWR,ZACNST
Strength=2000
Adjacent=10
Armor=concrete
TechLevel=1
FreeUnit=CMIN
Sight=10
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=3000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-92, -208, 312
RefinerySmokeOffsetTwo=-92, 208, 312
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys;
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes

RequiredHouses=Outzider
SelfHealing=yes
ProduceCashAmount=50 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts





;--------------- RulesMD ---------------
[ZAWEAP] ; Outzider Weapons Factory
Image=ZAWEAP
UIName=Name:ZAWEAP
Name=Outzider War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=ZAREFN,ZAPILE,ZACNST
Factory=UnitType
DeployTime=.044
Strength=2000
Armor=concrete
TechLevel=2
Sight=10
Adjacent=10
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=3000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck

RequiredHouses=Outzider
SelfHealing=yes
;Primary=;MissileLauncherE
;Secondary=
;TurretAnim=;sam ;OUTP
; Turret=yes
; TurretAnimX=-25
; TurretAnimY=-25
; TurretAnimIsVoxel=true
; TurretAnimZAdjust=-140
; AntiInfantryValue=10
; AntiArmorValue=25
; AntiAirValue=25
; IsBase=yes
; NavalTargeting=6





;--------------- RulesMD ---------------
[ZAAIRC] ; Outzider Airforce Command Headquarters
Image=ZAAIRC
UIName=Name:ZAAIRC
Name=Outzider Airforce Command Headquarters
BuildCat=Tech
Prerequisite=ZAREFN,ZACNST
Strength=1600
Armor=concrete
Adjacent=10
TechLevel=3
Sight=10
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=Outzider
;ForbiddenHouses=Americans
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=6
HasStupidGuardMode=false
Radar=yes
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

RequiredHouses=Outzider
SelfHealing=yes
SpySat=yes
SuperWeapon=ParaDropSpecial
SuperWeapon2=OutziderTankDropSpecial

[OutziderTankDropSpecial] ; Outzider Tank Drop
UIName=Name:OutziderTankDropSpecial
Name=Outzider Tank Drop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=ParaDrop
Action=Custom ;ParaDrop
Money.Amount=-10000
SidebarImage=TankDropICON
ShowTimer=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
ParaDrop.Types=ZAPOC
ParaDrop.Num=10
;Paradrop.Aircraft= ; type of plane
;Paradrop.count= ; number of planes





;--------------- RulesMD ---------------
[ZAYARD] ; Outzider Shipyard
Image=ZAYARD
UIName=Name:ZAYARD
Name=Outzider Shipyard
BuildCat=Tech
Prerequisite=ZAREFN,ZAPOWR,ZACNST
WeaponsFactory=yes
Factory=UnitType
Strength=2500
Armor=concrete
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
TechLevel=4
Adjacent=20
Sight=20
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=55
Power=-25
Powered=false
BaseNormal=no
Crewed=no
Explodes=yes
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
DamageSmokeOffset=700,700,500
AIBuildThis=yes
UnitRepair=yes
NumberOfDocks=1
AmbientSound=_Amb_WavesLake
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
TargetCoordOffset=300,200,0
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

RequiredHouses=Outzider
SelfHealing=yes





;--------------- RulesMD ---------------
[ZADEPT] ; Outzider Service Depot
Image=ZADEPT
UIName=Name:ZADEPT
Name=Outzider Service Depot
BuildCat=Tech
Prerequisite=ZAWEAP,ZACNST
Strength=2200
Armor=concrete
TechLevel=6
Adjacent=10
Sight=10
UnitRepair=yes
;UnitReload=yes
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=1800
Points=80
Power=-25
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;taken out to remove useless building - DB
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

RequiredHouses=Outzider
SelfHealing=yes
RequiredHouses=Outzider
SelfHealing=yes
Primary=HoverMissile
IsBase=yes
Turret=yes
TurretAnim=OUTP
TurretAnimX=-25
TurretAnimY=25
TurretAnimIsVoxel=true
TurretAnimZAdjust=-140
HasRadialIndicator=true





;--------------- RulesMD ---------------
[ZATECH] ; Outzider Battle Lab
Image=ZATECH
UIName=Name:ZATECH
Name=Outzider Battle Lab
BuildCat=Tech
Prerequisite=ZAWEAP,RADAR,ZACNST
Strength=1500
Armor=concrete
TechLevel=8
Adjacent=10
Sight=10
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=3000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial

RequiredHouses=Outzider
SelfHealing=yes
Primary=CoilBolt ;PrismShot ;EiffelBolt
Secondary=OPCoilBolt ;PrismSupport
Turret=yes
;TurretAnim=SAM
TurretAnimX=10
TurretAnimY=-110
TurretAnimIsVoxel=true
TurretAnimZAdjust=-140
HasRadialIndicator=true
SecretLab=yes





;--------------- RulesMD ---------------
[ZAWARE] ; Outzider Warehouse
Image=ZAWARE
Name=Outzider Warehouse
UIName=Name:ZAWARE
BuildCat=Resource
Prerequisite=ZATECH,ZAREFN,ZACNST
TechLevel=10
Strength=1900
Adjacent=10
Points=30
Power=-200
Sight=10
Armor=concrete
Cost=3500
Soylent=1250
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0 ; This value MUST be 0 for all building addons
Capturable=false
Crewed=yes
;Explodes=yes
;DeathWeapon=OilExplosion
OrePurifier=yes
ProduceCashAmount=50 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
AIBuildThis=yes
TogglePower=no
Powered=true
BuildLimit=1

RequiredHouses=Outzider
SelfHealing=yes
FactoryPlant=yes
InfantryCostBonus=1
UnitsCostBonus=1 ;0.75
AircraftCostBonus=1
BuildingsCostBonus=1
DefensesCostBonus=1





;--------------- RulesMD ---------------
[ZAROBO] ; Outzider Robot Factory
Image=ZAROBO
UIName=Name:ZAROBO
Name=Outzider Robot Factory
BuildCat=Resource
Prerequisite=ZAWEAP,ZACNST
TechLevel=10
Strength=1600
Adjacent=10
Points=30
Power=-100
Sight=10
Armor=Concrete
Cost=1600
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0 ; This value MUST be 0 for all building addons
Crewed=yes
AIBuildThis=yes
TogglePower=yes
Powered=true
PowersUnit=ROBO;one of these buildings must be present and powered, or else these guys turn off.
ImmuneToPsionics=no ;gs per Dustin, never intended to be yes,      defaults to yes for buildings, no for others
Capturable=true

RequiredHouses=Outzider
SelfHealing=yes





;--------------- RulesMD ---------------
[ZAWEAT] ; Outzider Weather Controller
Image=ZAWEAT
UIName=Name:ZAWEAT
Name=Outzider Weather Controller
BuildCat=Combat
Prerequisite=ZATECH,ZACNST
TechLevel=10
Strength=2000
Powered=true
Adjacent=10
Armor=concrete
Sight=10
Owner=Outzider
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=6000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
SuperWeapon=LightningStormSpecial
;Nominal=yes
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7

RequiredHouses=Outzider
SelfHealing=yes
SuperWeapon2=ChronoSphereSpecial ;NukeSpecial,IronCurtainSpecial
Nominal=yes





; **************************************************************************
; ************************** Outzider Vehicles ****************************
; **************************************************************************
;--------------- RulesMD ---------------
[ZMCV] ; Outzider Construction Vehicle
Image=ZMCV
UIName=Name:ZMCV
Name=Outzider Construction Vehicle
Image=ZMCV
Prerequisite=ZAWEAP,ZADEPT
Strength=1000
Category=Support
Armor=heavy
DeploysInto=ZACNST
TechLevel=10
Sight=10
Speed=5
Owner=Outzider
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVAlliedSelect
VoiceMove=MCVAlliedMove
VoiceAttack=MCVAlliedMove
DieSound=GenVehicleDie
VoiceFeedback=
DeploySound=PlaceBuilding
MoveSound=MCVMoveStart
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher

RequiredHouses=Outzider
SelfHealing=yes





;--------------- RulesMD ---------------
[ZAPOC] ; Outzider Mammoth tank
Image=ZAPOC
UIName=Name:ZAPOC
Name=Golden Apocalypse
Prerequisite=ZAWEAP,;ZATECH
Primary=120mmx
Secondary=MammothTusk
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=Outzider
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ApocalypseSelect
VoiceMove=ApocalypseMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=120mmxE
BuildTimeMultiplier=1.5;Individual control of build time
SelfHealing=yes



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon May 11, 2020 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

There are several problems with your code.

- Needs AI.PowerPlants= in new country
- SurvivorDivisor etc. needs to be added to the new side, not in General section
- Hope you haven't removed the first 3 side entries like in [AI], Prereqs etc.
- And more ...

An example (in the attachment) for 4th side and new country with Ares:
https://ppmforums.com/post-536510/new-faction-ai-crashing-on-game-start-log-uninformative/#536510

In this example, just add 4th side wall or remove ProtectWithWall=yes from fourth side buildings to avoid insane AI building constructions.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Mon May 11, 2020 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Based on the code, I'm pretty sure he's using the old RockPatch or NPatch.

The AI requirements should be the same though, we just need to findout what the AI.PowerPlants= alternative is in those patches.

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Sir Prize
Medic


Joined: 27 Mar 2020
Location: AKA WoRmINaToR

PostPosted: Mon May 11, 2020 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see Ares tags in there (look at his tank drop SW), but you're right, it's a mess. Some of that is the old school RP/NP way of adding a fourth side, and some of it is Ares.

Lans, assuming you are in fact using Ares, check the Ares documentation for more information on how to properly set the tags and values for your FourthSide and Outzider country. Your [FourthSide] section is completely lacking several needed tags which you need to define per this page: http://ares-developers.github.io/Ares-docs/new/sidescountries/defaultside.html

And your [Outzider] country section is missing several needed tags which are needed per this page: http://ares-developers.github.io/Ares-docs/new/sidescountries/defaultcountry.html

_________________
Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years.

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Tue May 12, 2020 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

done........ thnks.

but my new problem is when ia miner get killed, the ia never replace new or create a miner.

i cloned the cmin on the ia.md but dsnt work.. there is anything that i must change there to work on my new side?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed May 13, 2020 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Add to HarvesterUnit in rules.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Wed May 13, 2020 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

@lans, I'm curious, are you using Ares on top of npatch/rockpatch? as in are you using Ares with an already patched exe?

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Thu May 14, 2020 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

at the first im using both...... but now using only ares...

already add harvesterunit=newharvester but ai only build extra 1 of this and never replace when killed .....

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Thu May 14, 2020 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the miners, open aimd.ini. The AI needs to be told to actively build miners when they have less than the rquired number. Search for the teamtypes, scripttypes, taskforces, and AITriggerTypes for CMIN and HARV inside aimd.ini. you should clone one of the two, replacing the respective unit with your new miner. Don't forget to change the sides and other parameters to suite your new side.

Further reading:
https://www.modenc.renegadeprojects.com/AITriggerTypes

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Tue May 19, 2020 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

ai miner has been fixed.....

....new prob is.....(using ares)

when i build a new vehicle and the rules putted to the very bottom of the rules.md it doesn't appears on the default country even have a tag owner,  but it appears on the newcounty or side... is theres a limit for vehicles?

and it appears to the default country when i adjust the entry codes of this new vehicle upwards ...

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed May 20, 2020 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't understand clearly what you are asking. Unit are declared in its [VehicleTypes] list and then its section can be anywhere in rulesmd.ini. Problem happens if you have duplicates. There is no limit on number of units.

If it is for AI, then check the side number in AITriggerTypes.

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Wed May 20, 2020 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

its from the rulesmd....

i created new vehicle...

example

[vehicletypes]
xxx=vehicle1
xxx=vehicle2


and its code listed to the last part of the rulesmd

[vehicle1]
uiname=
prerequisite =
owner=yuricountry, newcountry
cost=
.......
......
......

[vehicle2]
uiname
prerequisite
owner=yuricountry,newcountry
cost
......
.....
.....

this 2 vehicles is copied from yuris vehicles and only change the owner, prerequisite and cost......

the problem is vehicle 2 dsnt appear on yuri but appears on newcountry ..

the vehicle1 is completely okey... its appear in both country....

when i swap this  

[vehicle2] on the above
......
......
....

[vehicle1] on below.....

vehicle2 is appears on both country and vehicle1 takes the problem...


sorry not goos in english to explain.....

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed May 20, 2020 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

With you giving example and writing all in lower case, can't say if it is naming problem like ID not short or lowercase/uppercase or spelling etc.

If nothing works then make vehicle3 similarly with TechLevel=-1 and keep it last.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed May 20, 2020 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't understand why people can't just post the code. If you need help, chances are you aren't making some super secret, exclusive, groundbreaking new systems. We can't help you if you aren't willing to help us help you.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Thu May 21, 2020 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

i rearrange my rulea, all of new vehicles code are placed next to yuris arsenal.... and it fixed.... for some reason, if my code placed to the last ...the last vehicle dnt appear...and when i created a new it dnt appear also....

i dnt now why this is happen......
for trouble shooting porpose...
i try to replace the codes of lasher tank to the bottom, and now the lasher tank acquired the problem... it dnt appears in yuriside... someone told me that your rules can placed anywhere to rules.md...

im just confused....
but i fixed it.... all of my newside codes are placed next to thrid side arsenal....

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Thu May 21, 2020 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry for the example i given not accurated....

i want to paste the exact code for example...likelike on the very first on my question..

but i dnt havr copy on my phone so i decided to type it and write only the tag that i change hopefully that the expert can understand....

again, i apologized to all and thanks for your hekp

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu May 21, 2020 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

INI files should have atleast 2 newlines/enter/return at the end/bottom of the file, check if you missed those.

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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Fri May 22, 2020 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

about the new v3luncher why the missile is go up and never land...

i cloned v3luncher and this is what i did.....

[VehicleTypes]
103=zV3RocketLauncher



[AircraftTypes]
14=V3Ver2rocket



[zV3RocketLauncher]         ;cloned from V3 Rocket launcher
UIName=Name:V3
Name=V3 Launcher
Category=AFV
Prerequisite=ZAWEAP,ZAAIRC ;NAWEAP,NARADR
Primary=V3Ver2Launcher ;V3Launcher
CanPassiveAquire=no
Spawns=V3Ver2rocket ;V3ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0
NoSpawnAlt=yes
Strength=150
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Outzider ;Russians,Confederation,Africans,Arabs
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal
MovementZone=Destroyer
ThreatPosed=25
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no



[V3Ver2rocket] ;cloned from V3Rocket
Image=V3Ver2rocket
UIName=Name:V3ROCKET
Name=V3 Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1
Speed=15
Owner=Outzider
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10
DamageParticleSystems=SmallGreySSys
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes



; V3's rangefinder virtual weapon
[V3Ver2Launcher] ; new primary weapon
Damage=1
ROF=150
Range=18
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special









;--------------- ArtMD ---------------
[V3Ver2] ; V3
Image=V3Ver2
Cameo=V3ICON
AltCameo=V3UICO
Voxel=yes
Remapable=yes
PrimaryFireFLH=-160,0,75

[V3Ver2rocket]
Image=V3Ver2rocket
;Trailer=DURASMOKE
SpawnDelay=2;1
Voxel=yes
Remapable=no
CanBeHidden=no

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri May 22, 2020 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

You can only have 3 different missiles in the standard game (V3, Dreadnought, Boomer). Ares adds new tags to add more missile types though.

_________________



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Lansmozar
Vehicle Drone


Joined: 16 Oct 2018

PostPosted: Mon May 25, 2020 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks

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