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3rd side building
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undermannen
Cyborg Soldier


Joined: 22 Dec 2008
Location: Where you are not.

PostPosted: Sun Feb 21, 2010 10:54 pm    Post subject:  3rd side building Reply with quote  Mark this post and the followings unread

Hello there whoever reads this,

I am creating a 3rd side and ive created the power plant and Tiberium Refinery so far, but the thing is... the power plant appears shaded in Nod and GDI teams to! it works in 3rd side but is shaded in GDI and Nod toolbar. what should i do? Question

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Feb 22, 2010 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright, as example:

3rd side owner: CABAL
3rd side ConYard: CACNST
3rd side Power Plant: CAPOWR

[CACNST]
Owner=CABAL,Civilian

[CAPOWR]
Owner=CABAL,Civilian
Prerequisite=CACNST

Two things have got to be kept in mind when coding buildings for the 3rd side:

1) make sure that TechLevel=1 buildings have CACNST added to their Prerequisite= list, else GDI and Nod will also be able to build them (the greyed-out icons showing up in their sidebars)

2) all buildings for the 3rd side need two owners - the 3rd side (CABAL in this case), as well as a dummy owner (Civilian in this case, or even Special).

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Mon Feb 22, 2010 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

the "Civilian" in front of your third side faction allows your building to be built for the faction you have, got it buddy! Very Happy

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undermannen
Cyborg Soldier


Joined: 22 Dec 2008
Location: Where you are not.

PostPosted: Mon Feb 22, 2010 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have added CABAL,Special... it is buildable for CABAL but appears in the Nod and GDI siderbar somewhat shaded.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Feb 22, 2010 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post the code for the new house, the new conyard, and the new power plant.

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undermannen
Cyborg Soldier


Joined: 22 Dec 2008
Location: Where you are not.

PostPosted: Mon Feb 22, 2010 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[CAB]
Name=CABAL
Suffix=CAB
Prefix=C
Color=DarkBlue
Multiplay=yes
Side=CAB
SmartAI=yes


Code:
; construction yard
[CACNST]
Name=CABAL Yard
ConstructionYard=yes
Strength=1000
Armor=heavy
Image=GACNST
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=CMCV
Sight=6
Owner=CAB,Special
Cost=2500
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no


Code:
; CABAL advanced power plant
[CAAPWR]
Name=CABAL Power Core
Strength=750
Armor=wood
prerequisite=CACNST
Image=NAAPWR
TechLevel=1
Adjacent=2
Sight=4
Owner=CAB,Special
Cost=600
Points=40
Power=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=290, 570, 320
TogglePower=no


Code:
[CMCV]
Name=Mobile Construction Vehicle
Prerequisite=FACTORY,TECH
Strength=1000
Category=Support
Image=MCV
Armor=heavy
DeploysInto=CACNST
TechLevel=9
Sight=6
Speed=3
Owner=CAB,Special
CrateGoodie=yes
Cost=2500
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
AllowedToStartInMultiplayer=yes
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
[/code]

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Feb 22, 2010 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

For CAAPWR, the line:
Prerequisite=CACNST
needs to start with a capital letter.

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undermannen
Cyborg Soldier


Joined: 22 Dec 2008
Location: Where you are not.

PostPosted: Mon Feb 22, 2010 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why thank you! didnt know that couldn case so much trouble!

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Tue Feb 23, 2010 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Take it as the very first thing you learn about modding TS - always ALWAYS make sure your new code looks EXACTLY like the old code. Don't get lazy and start dropping off the case sensitive lettering.

How is your 3rd side progressing otherwise?

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undermannen
Cyborg Soldier


Joined: 22 Dec 2008
Location: Where you are not.

PostPosted: Tue Feb 23, 2010 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

well my team leader wanted me to only make the side, power plant and refinery.(with MCv and ConYard ofc.) and its finished, that part at least.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Tue Feb 23, 2010 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team leader...? What team, and what are you guys working on? Can you give any details on the extra side(s) you are adding?

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undermannen
Cyborg Soldier


Joined: 22 Dec 2008
Location: Where you are not.

PostPosted: Tue Feb 23, 2010 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

it exist on moddb, Project Nemesis will that be. we will probably add Forgotten and CABAL to the mod.

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migel8520
Medic


Joined: 27 Jun 2007

PostPosted: Thu Dec 09, 2010 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry for bumping this topic but i have this 3d side greyed out power plant problem as well and i tried the methods i found here in this topic and i tried the method out this topic http://www.ppmsite.com/forum/viewtopic.php?highlight=side+faction&t=26099 but i can't solve it and i can't find what i'm doing wrong
i created the 3d side using this tutorial http://www.tiberiumweb.com/forums/index.php?showtopic=9&pid=40354&mode=threaded&start=#entry40354

i shall post my codes as well

[Houses]
0=GDI
1=Nod
2=Forgotten
3=Neutral
4=Special

[Sides]
GDI=GDI
Nod=Nod
Forgotten=Forgotten
Civilian=Neutral
Mutant=Special

[Forgotten]
Name=FORGOTTEN
Suffix=FOR
Prefix=F
Color=Green
Multiplay=yes
Side=Forgotten

[FAMCV]
Name=Mobile Construction Yard
Prerequisite=FACTORY,TECH ;ignore these, they're just for building the MCV
Strength=1000
Image=MCV ;you need this if you have no own art for it
Category=Support
Armor=heavy
DeploysInto=FACNST ;your new con yard
TechLevel=1
Sight=6
Speed=3
Owner=FORGOTTEN,Special ;owner is your new faction + special
CrateGoodie=no
AllowedToStartInMultiplayer=yes ;important
Cost=2500
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15

[FACNST]
Name=Mutant Construction Yard
Image=FACNST ;same as above
ConstructionYard=yes ;needed
Strength=1000
Armor=heavy
TechLevel=-1
Adjacent=2
Factory=BuildingType ;important, too
UndeploysInto=FAMCV ;if you like it to be able to undeploy
Sight=6
Owner=FORGOTTEN,Special ;IMPORTANT
Cost=2500
Points=80
Power=0
Capturable=true
Crewed=yes
Upgrades=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no

[FAPOWR]
Name=Mutant Power Plant
Image=GAPOWR ;can use GAPOWR or NAAPWR, too
Strength=750
Prerequisite=FACNST ;use the con yard as prereq
Armor=wood
TechLevel=1
Sight=4
Adjacent=2
Owner=FORGOTTEN,Special ;again, this is important
Cost=300
Points=40
Power=100
Capturable=true
Storage=30
;PipScale=Tiberium
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 09, 2010 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

As written above, the game is Case Sensitive.
If you write in the Houses section "Forgotten" and on the Owner keys "FORGOTTEN", the game sees these two words as two completely different strings.

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migel8520
Medic


Joined: 27 Jun 2007

PostPosted: Fri Dec 10, 2010 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

i did that and that doesn't solve it and actually when i add Prerequisite=FACNST to [FAPOWR] it doesn't show up at all and when i don't add it then the power plant is greyed out and unclicable

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