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> How to add walls to TW
Warlord
post Aug 29 2007, 04:51 PM
Post #1


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the title says it all i have tried editing the XML files but it isn't working i put "IsBuildable=yes" but it still doesn't work, any ideas? unsure.gif


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SeekSomethingNew
post Aug 29 2007, 09:50 PM
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Stealth Tank
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Maybe compare the Wall XML to normal structures? See if there is something else stopping it from being built...


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Warlord
post Aug 29 2007, 10:30 PM
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I've tried that.. It seems there is no difference..... unsure.gif
and also.. Do i put the XML files in the C&C3 directory to make them work just like TS?


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El_Serpiente
post Aug 30 2007, 02:56 AM
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Check a file called "logiccommandset" (its in \MOD SDK\CnC3Xml\GlobalData). This file, i think, is what controls the build menu's and the extra commands (like deploy for the mcv). U probably need to add an entry to this in the command set for the construction yard (id="GDIConstructionYardCommandSet"),
for example
CODE
<LogicCommandSet
        id="GDIConstructionYardCommandSet">
        <Cmd>Command_ConstructGDIPowerPlant</Cmd>
        <Cmd>Command_ConstructGDIRefinery</Cmd>
        <Cmd>Command_ConstructGDIBarracks</Cmd>
        <Cmd>Command_ConstructGDIWarfactory</Cmd>
        <Cmd>Command_ConstructGDICommandPost</Cmd>
        <Cmd>Command_ConstructGDIAirTower</Cmd>
        <Cmd>Command_ConstructGDIMedicalCenter</Cmd>
        <Cmd>Command_ConstructGDIArmory</Cmd>
        <Cmd>Command_ConstructGDISpaceCommandUplink</Cmd>
        <Cmd>Command_ConstructGDIWatchTower</Cmd>
        <Cmd>Command_ConstructGDIGolumCannon</Cmd>
        <Cmd>Command_ConstructGDIAABattery</Cmd>
        <Cmd>Command_ConstructGDITiberiumSilo</Cmd>
        <Cmd>Command_ConstructGDITerraformingStation</Cmd>
        <Cmd>Command_ConstructGDIIonCannonControl</Cmd>
        <Cmd>Command_ConstructGDICrane</Cmd>
        <Cmd>Command_ConstructGDISurveyor</Cmd>
                -- Try enter something like the following --
                <Cmd>Command_ConstructGDIWall</Cmd>
                -- End of possible entry --
        <Cmd>Command_PackGDIMCV</Cmd>
        <Cmd>Command_SelfRepair</Cmd>
        <Cmd>Command_Sell</Cmd>
    </LogicCommandSet>

or replace gdi with nod or alien, for nod and scrin respectively. oh, and for the files - you have to make a mod directory in MOD SDK\Mods with the correct file\folder structure that the game uses. Have a look in the README, i think it may have examples. Failing that, have a look at the sample mods structure and always fiddle with things. If it dont work, then change something until it does. Hope this helps
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Warlord
post Aug 30 2007, 03:59 PM
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Artillery
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it still doesn't seem to work unsure.gif


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SeekSomethingNew
post Aug 31 2007, 10:17 AM
Post #6

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Right, first, they do not work in the directory... if you read the SDK ReadMe and crap, you would know this tongue.gif

And your best bet would be the talk to JohnWil, he knows most about the walls hack for the game before the SDK, so im hell sure he would know how to do it with the SDK.

BTW, Apoc said in the CCTV #1 that we would be able to enable them sleazy walls again, so... it must be pretty obvious to find them...


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