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Adding New Units to Maps

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Ok, look. I was building a map with new units in Final Alert 2 and making the new units with TibEd version 1.54. I know what you're gonna say, "You can't add new units to maps", but I HAVE DONE IT BEFORE AND IT WORKED PERFECTLY! I was able to add a stealth bomber with a cloak using one of the unused and hidden voxels. Now, I downloaded TibEd version 1.6 and it won't save everything to the map, only the rules definitions. So I can place it on the map, but it won't appear, because the art file's missing. So, either I want someone with version 1.54 to send it to me or someone who knows how to help me to help me.

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Technically you can't add new units to maps. What you can do is make a cloned unit. It won't have a CSF entry but that's not a problem.

 

Stop using TibEd. There's so much more you can do with the files. Like add a new unit, and put it in a map for instance....

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Guest

Hmm... Interesting that I could clone a unit that doesn't have any art definition... I said I used one of the hidden voxels... The FORTRESS voxel to be exact. I know for a fact that it has no art definitions. I was able to somehow copy all of it's definitions to the map, not just the rules.ini definition. If anyone would like to explain this to me, be my guest.

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The new version my have omitted the art and/or rule files. So saving your changes to the map may have worked but the image is no longer there. Though that would be odd since some art files are hiding in the RA2/YR CD not Tibed. So I would have to guess those changes never kicked in for the map. Only way to be sure is to check your entries.

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That's half true. You can't have new art for a map. You can clone stuff but you can't have new art. You can also use the unused entries for the Howitzer and the Hind. Those are the only 2 unused units that will work. PHAL and FORTRESS will not. They need an art entry to function.

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Guest

Would you like me to send you a screenshot of the FORTRESS to prove it? Because I have made it work before.

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No need. I believe you. You can add new art and images to a map. But this makes things unstable is when you add those units. Using one of the entries and replacing its rules helps to keep the game from crashing. Adding same art units that are in the game won't cause the crash. So in short terms taking the firetruck and changing it's image and rules in the General section will not cause a crash. Even if the new image/art does not have an art entry made. But this only will work on that map you created. Your new units won't show up elsewhere in the game.

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Would you like me to send you a screenshot of the FORTRESS to prove it? Because I have made it work before.

 

That only occurs when using TibEd. TibEd made an art entry and put it on the map. FA2 doesn't include art entries in the map file. It simply won't do it. You had an art file in there.

 

You simply cannot make a new unit with no art entry and expect it to function. The game will crash out. I know this from personal experience. Show me a screenshot, but I know what's true and what isn't. I may not do maps but I do have a lot of knowledge.

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Guest

In that case, would you like me to send you the MAP with it in it?

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Heck I created a map with 25 or so non-cloned units with no art entry. I just change the image of civilian units/infantry. Cool thing it can be transfered online in westwood. Bad thing is maps cannot string names so all the units have the "missing unit:" tag. So I know it can be done.

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Guest

What is it with your anti TibEdness? It's a great editor for those of us who don't want to get lost in the ini files and permanently screw up our games. What's your problem? Or, here's a better question: Why are you still browsing the TibEd Forums?

 

But this only will work on that map you created. Your new units won't show up elsewhere in the game.

 

I'm aware of this. I've run into several maps with extremely stupid cloned units in it, like nuke planes, 100 trooper paradrops, and a ton of other instant win units. One of the reasons I like putting my new units in maps is because they won't affect the user's games.

 

Cool thing it can be transfered online in westwood. Bad thing is maps cannot string names so all the units have the "missing unit:" tag.

 

I'm also aware of this. Another reason I like putting units in maps other than direct mods is that you can still play online and don't get a different version message.

 

So I know it can be done.

 

So do I, my only question is HOW. I've been unable to duplicate what I did with TibEd v. 1.54, and I'm not any closer than I was when I started this topic. Any help you could give me would be greatly appreciated.

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Guest

Oh, and I made a map with a new unit that didn't have missing unit message tag. Only problem was that is called the unit a Psi Corps Trooper... weird.

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Heck I created a map with 25 or so non-cloned units with no art entry. I just change the image of civilian units/infantry. Cool thing it can be transfered online in westwood. Bad thing is maps cannot string names so all the units have the "missing unit:" tag. So I know it can be done.

 

Right, you had Image= in the entry. That looks for an art entry. FORTRESS does not have an art entry to go along with it. It cannot be added without an edited art file.

 

What is it with your anti TibEdness? It's a great editor for those of us who don't want to get lost in the ini files and permanently screw up our games. What's your problem? Or, here's a better question: Why are you still browsing the TibEd Forums?

 

Right, I am anti-TibEd. I have seen what it does to files. It royally ****s them up and you can't do nearly half of the sweet effects in TibEd as you can do with the files themselves. You will never permanently screw up your game with the INIs themselves. Simply remove them and it's back to normal for RA2/YR. I don't visit the TibEd forums. I just answer editing questions. That's why I'm here and that's why I'm the webmaster of the Editing Source.

 

I'm aware of this. I've run into several maps with extremely stupid cloned units in it, like nuke planes, 100 trooper paradrops, and a ton of other instant win units. One of the reasons I like putting my new units in maps is because they won't affect the user's games.

 

Don't you just love n00b maps? I prefer a good mod to a mod map. Modded maps are very limited in what you can do. Though they don't affect the other maps, it's still limited.

 

I'm also aware of this. Another reason I like putting units in maps other than direct mods is that you can still play online and don't get a different version message.

 

That would be the only conceivable plus to a mod map. If you want, just send your friend a copy of the mod you have and you'll be able to play.

 

So do I, my only question is HOW. I've been unable to duplicate what I did with TibEd v. 1.54, and I'm not any closer than I was when I started this topic. Any help you could give me would be greatly appreciated.

 

What are you trying to do? If it's add a new unit with no corresponding art entry and no Image tag in the rules of it, then you're out of luck. It cannot be done unless you edit the art file. I also suggest learning the files. They're not that hard.

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So do I, my only question is HOW. I've been unable to duplicate what I did with TibEd v. 1.54, and I'm not any closer than I was when I started this topic. Any help you could give me would be greatly appreciated.

 

Simple. If your using Tibed make your changes. Then save those changes to a wordpad file. Now load up FA2 and go to the ini.edit section. Add your wordpad file to the list. Save the map and play.

 

You can rename units in the map using the UINAME/NAME entry. So if you cloned the Psi Corps Trooper or made it where it could be built it's name was part of the entry.

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Guest forgottenlord

I still use TibEd despite the fact that I know it screws up the ini files and is not as powerful. Reason:

1) creating a new unit in the ini file and changing a bunch of properties is more time consuming than in TibEd.

2) TibEd may **** up the ini files, but it's both fixable ****ups (copy/paste works quite nicely) and doesn't mess up the game

3) Power != newbie friendliness. For those who are inexperienced with modding, going straight into the rules file takes forever (though of course, it means they as more questions but hey, isn't that the truth about anything new?)

4) Africans = Libya, not Libya = Libya. If you start off in the ini file, you might miss that. (About half of them have names you need to hunt around for)

 

To the guys still using TibEd - I recommend you start taking a look at what's in the manual section of various units. You can find quite a few features (such as slaves) in there that aren't in TibEd.

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Guest
I still use TibEd despite the fact that I know it screws up the ini files and is not as powerful. Reason:

1) creating a new unit in the ini file and changing a bunch of properties is more time consuming than in TibEd.

2) TibEd may **** up the ini files, but it's both fixable **** (copy/paste works quite nicely) and doesn't mess up the game

3) Power != newbie friendliness. For those who are inexperienced with modding, going straight into the rules file takes forever (though of course, it means they as more questions but hey, isn't that the truth about anything new?)

4) Africans = Libya, not Libya = Libya. If you start off in the ini file, you might miss that. (About half of them have names you need to hunt around for)

 

To the guys still using TibEd - I recommend you start taking a look at what's in the manual section of various units. You can find quite a few features (such as slaves) in there that aren't in TibEd.

 

I agree. It can take a day just to find an error in the ini files. TibEd has a handy changes viewer. With this you can usually spot an error in less than 5 minutes.

 

Right, I am anti-TibEd. I have seen what it does to files. It royally **** them up and you can't do nearly half of the sweet effects in TibEd as you can do with the files themselves. You will never permanently screw up your game with the INIs themselves. Simply remove them and it's back to normal for RA2/YR. I don't visit the TibEd forums. I just answer editing questions. That's why I'm here and that's why I'm the webmaster of the Editing Source.

 

Does it look like I care? I don't need to convince you and you closed mind what's true and what isn't. That's not what I came here to do! Besides, I saw a map yesterday that had old Tiberian Sun voxels in it. So I know I'm right. I don't care what you think! Buzz off!

 

Simple. If your using Tibed make your changes. Then save those changes to a wordpad file. Now load up FA2 and go to the ini.edit section. Add your wordpad file to the list. Save the map and play.

 

You can rename units in the map using the UINAME/NAME entry. So if you cloned the Psi Corps Trooper or made it where it could be built it's name was part of the entry.

 

Yeah, that's how you add rules entries. But what about art entries? And also, the unit I made was called Prisim Trooper in both the NAME and UINAME entry, I don't see how it got read as 'Psi Corps Trooper'. In fact... don't ask... :wink:

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Yes, I guess that would be odd. I've seen weirder things happen. That map wouldn't happen to be one of my old ones floating around would it?

 

Still thinking... Unless somehow...

UIName=Name:PCOMMANDO

Name=Psi-Corp Trooper

got mixed up with the entry. Bah...

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Guest

Depends, did you ever make the CPLANE into a nuclear bomber?

 

Also, I didn't even use the PCOMMANDO voxel, instead, it was the CCOMMANDO... extremely weird.

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Yes for the atomic plane. But at the time the CPLANE was a common voxel to use. I'm sure others have created a unit like it. Happen to have the map's name?

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Please, someone tell me how you added NEW art to maps. I'd love to be enlightened.

 

The Psi Commdando's id tag is PTROOP so you can make a Psi-Corps Trooper in maps with no problem. That one I will give you.

 

I, however, will not give you CPLANE, FORTRESS or PHAL as none of those have an art entry id tag. Then again, I don't use that piece of crap TibEd.

 

So, someone, go ahead and explain the process of completing the impossible.

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Guest

How do you add a new building to a map

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How do you add a new building to a map

You don't.

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Guest
How do you add a new building to a map
You don't.

 

Actually You can.

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