Enabling Hidden Stuff.
This is my second tutorial, and it is reccomended for beginner modders, and even for Veterans if you need a reference sheet.
Q: What is a "Hidden Object?"
A: 'Hidden Object" is ether
A: An unused Building graphic.
B: An image for a scrapped / replaced unit.
C: Placeholder Graphics.
Tiberian Sun is Littered with lots of these. Some are buildings from Red Alert 1 or vehicles or Aircraft. Others include a hidden SHP for a Chemical Warrior, and placeholder Visceroids. Here is a list of all the hidden graphics:
SHPs: Infantry
1: Chem Spray Infantry.
2: Unused Baby Visceroid.
3: Unused Placeholder Large Visceroid ;these units are named VISCSML,and VISCLRG. though the two are just snowman-like blobs, they would probally be best off in a Nurple map.
SHPs: Buildings/Terrain Objects
1: Red Alert 1 Camo Pillbox.
2: RA1 Nuclear Missile Silo.
3: RA1 Gap Generator (This only has SNOW frames,and wont work in temperate theaters. i am working on converting the frames for both theaters).
4: Red Alert 1 Ore Mine.
5: RA1 Gold (there are multiple versions of it, 4. GOLD01, GOLD02, GOLD03, GOLD04. All versions look diffrent).
6: RA1 Gems (there are multiple versions of it,4. GEMS01, GEMS02, GEMS03, GEMS04. All versions look diffrent).
7: BIGBLUE Tiberium Crystal. (A giant tiberium crystal, its remapable. L'll explain how to use these remaps to good use).
Vehicles:
1: Nod TD Light Tank (1TNK).
2: GDI M1A2 Medium Tank (2TNK).
3: Soviet Heavy Tank (3TNK).
4: Mammoth Tank (4TNK).
5: Mobile Radar Jammer (MRJ).
6: GDI APC (M113).
7: Mine-Layer (looks EXACTLY like the APC,pretty useless) (MNLY).
8: Flame Tank (FTNK).
9: Apache Longbow * (HELI).
10: Hind Helicopter from Red Alert * (HIND).
11: MLRS from Tiberian Dawn (MLRS).
12: Chinook (TRAN).
13: RA Convoy Truck/Demolition Truck (TRUK).
14: Civilian Pickup (TRUCK2).
15: GDI Humm-Vee (Needs to be Repaired. will post the repaired vers. up soon).
16: Hunter-Seeker Voxel (Same as the Hummer's situation,needs to be repaired).
17: Nod Artillery (DONT USE THIS!! its VERY screwed up Graphiclly)
Unused buildings that are already coded:
1: Civilian Armoury; Gives Infantry elite status when they enter it.
2: Civilian Hospital; Heals Infantry.
3: Sandbag Wall; Sandbags..
4: LightPost; Pretty helpful in very dark maps.
5: GAGREEN; I'll explain later.
How to enable the 4 disabled buildings:
This part will show you how to enable the 4 hidden buildings, and make them work correctly. Open up Rules.ini and press CNTRL+F and type in the toolbar [CAARMR] then click find. This should take you down to the entry for the Civilian Armory, and the Hospital, above it.
; Use Ammo to specify the number of times to allow healing.
[CAHOSP]
Name=Civilian Hospital ;Name.
TechLevel=-1 ;it cant be built...
Strength=800 ;how long till the building is blown to kingdom-come.
LegalTarget=no ;it cant be fired on unless you use force-fire.
Insignificant=yes ;EVA/Cabal wont announce if its blown up
Nominal=yes ;You can see its name when you highlight it with the cursor.
RadarInvisible=yes ;i dont appear on radar! nanana!
Points=5 ;How many points it gives you when blown up
Armor=concrete ;the Armor it uses.
Hospital=yes ;Makes this building use Hospital logic.
PipScale=Ammo ;unimportant for this tutorial
Ammo=5 ;How many times people can be healed by it.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3 ;How much debris do i send flying?
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no ;You cant make structures off it if you capture it.
; Use Ammo to specify number of time the building can be used to upgrade infantry
[CAARMR]
Name=Civilian Armory
TechLevel=-1
Strength=800
Immune=no
LegalTarget=no
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=concrete
Armory=yes
PipScale=Ammo
Ammo=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no
now..change the Hospital settings to this....
; Use Ammo to specify the number of times to allow healing.
[CAHOSP]
Name=Civilian Hospital
TechLevel=-1
Strength=800
LegalTarget=yes ;Now i can be shot!! this sucks...
Insignificant=no ;you'll know if its destroyed..
Nominal=yes ;still see my name..
RadarInvisible=yes
Points=10
Armor=concrete
Hospital=yes
Ammo=999 ;it can heal an unlimited amount of time.
Crewed=yes ;now when blown up,crew comes out(depends on owner)
Capturable=yes ;Now engie can capture it!
Power=-10 ;It eats power when captured.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no ;cant build off me,still..
Now..change the Armory to match this..
; Use Ammo to specify number of time the building can be used to upgrade infantry
[CAARMR]
Name=Civilian Armory
TechLevel=-1
Strength=800
Immune=no
LegalTarget=yes ;SHOOT MEEE!!
Insignificant=no
Nominal=yes
RadarInvisible=yes
Points=10
Armor=concrete
Armory=yes ;enables special armory logic.
Ammo=999 ;now it can be used to re-arm people all the time..
Crewed=yes ;now when blown up,crew comes out(depends on owner)
Capturable=yes ;Now engie can capture it!
Power=-10 ;It eats power when captured.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no
Now, find the Light Post entry..[GALITE]
; Light post
[GALITE]
Name=Light Post
Image=GALITE
Strength=600
Armor=wood
Owner=GDI,NOD
Cost=200
TechLevel=-1 ; changed from 12
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=NO
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=5000
LightIntensity=0.2
LightRedTint=0.05
LightGreenTint=0.05
LightBlueTint=0.01
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true
it was supposed to be buildable...now..change it to this..
; Light post
[GALITE]
Name=Light Post
Prerequisite=BARRACKS ;we all can see...THE LIIIGHT!!
Strength=200
Owner=GDI,NOD
Cost=200
Armor=wood
TechLevel=1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys
Insignificant=yes
AlphaImage=ALPHATST
There's the lightpost, working. its even got a cameo and looks pretty nice. I'll explain the rest in part 2 of this tutorial.
This is my second tutorial, and it is reccomended for beginner modders, and even for Veterans if you need a reference sheet.
Q: What is a "Hidden Object?"
A: 'Hidden Object" is ether
A: An unused Building graphic.
B: An image for a scrapped / replaced unit.
C: Placeholder Graphics.
Tiberian Sun is Littered with lots of these. Some are buildings from Red Alert 1 or vehicles or Aircraft. Others include a hidden SHP for a Chemical Warrior, and placeholder Visceroids. Here is a list of all the hidden graphics:
SHPs: Infantry
1: Chem Spray Infantry.
2: Unused Baby Visceroid.
3: Unused Placeholder Large Visceroid ;these units are named VISCSML,and VISCLRG. though the two are just snowman-like blobs, they would probally be best off in a Nurple map.
SHPs: Buildings/Terrain Objects
1: Red Alert 1 Camo Pillbox.
2: RA1 Nuclear Missile Silo.
3: RA1 Gap Generator (This only has SNOW frames,and wont work in temperate theaters. i am working on converting the frames for both theaters).
4: Red Alert 1 Ore Mine.
5: RA1 Gold (there are multiple versions of it, 4. GOLD01, GOLD02, GOLD03, GOLD04. All versions look diffrent).
6: RA1 Gems (there are multiple versions of it,4. GEMS01, GEMS02, GEMS03, GEMS04. All versions look diffrent).
7: BIGBLUE Tiberium Crystal. (A giant tiberium crystal, its remapable. L'll explain how to use these remaps to good use).
Vehicles:
1: Nod TD Light Tank (1TNK).
2: GDI M1A2 Medium Tank (2TNK).
3: Soviet Heavy Tank (3TNK).
4: Mammoth Tank (4TNK).
5: Mobile Radar Jammer (MRJ).
6: GDI APC (M113).
7: Mine-Layer (looks EXACTLY like the APC,pretty useless) (MNLY).
8: Flame Tank (FTNK).
9: Apache Longbow * (HELI).
10: Hind Helicopter from Red Alert * (HIND).
11: MLRS from Tiberian Dawn (MLRS).
12: Chinook (TRAN).
13: RA Convoy Truck/Demolition Truck (TRUK).
14: Civilian Pickup (TRUCK2).
15: GDI Humm-Vee (Needs to be Repaired. will post the repaired vers. up soon).
16: Hunter-Seeker Voxel (Same as the Hummer's situation,needs to be repaired).
17: Nod Artillery (DONT USE THIS!! its VERY screwed up Graphiclly)
Unused buildings that are already coded:
1: Civilian Armoury; Gives Infantry elite status when they enter it.
2: Civilian Hospital; Heals Infantry.
3: Sandbag Wall; Sandbags..
4: LightPost; Pretty helpful in very dark maps.
5: GAGREEN; I'll explain later.
How to enable the 4 disabled buildings:
This part will show you how to enable the 4 hidden buildings, and make them work correctly. Open up Rules.ini and press CNTRL+F and type in the toolbar [CAARMR] then click find. This should take you down to the entry for the Civilian Armory, and the Hospital, above it.
Code:
; Use Ammo to specify the number of times to allow healing.
[CAHOSP]
Name=Civilian Hospital ;Name.
TechLevel=-1 ;it cant be built...
Strength=800 ;how long till the building is blown to kingdom-come.
LegalTarget=no ;it cant be fired on unless you use force-fire.
Insignificant=yes ;EVA/Cabal wont announce if its blown up
Nominal=yes ;You can see its name when you highlight it with the cursor.
RadarInvisible=yes ;i dont appear on radar! nanana!
Points=5 ;How many points it gives you when blown up
Armor=concrete ;the Armor it uses.
Hospital=yes ;Makes this building use Hospital logic.
PipScale=Ammo ;unimportant for this tutorial
Ammo=5 ;How many times people can be healed by it.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3 ;How much debris do i send flying?
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no ;You cant make structures off it if you capture it.
; Use Ammo to specify number of time the building can be used to upgrade infantry
[CAARMR]
Name=Civilian Armory
TechLevel=-1
Strength=800
Immune=no
LegalTarget=no
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=concrete
Armory=yes
PipScale=Ammo
Ammo=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no
now..change the Hospital settings to this....
; Use Ammo to specify the number of times to allow healing.
[CAHOSP]
Name=Civilian Hospital
TechLevel=-1
Strength=800
LegalTarget=yes ;Now i can be shot!! this sucks...
Insignificant=no ;you'll know if its destroyed..
Nominal=yes ;still see my name..
RadarInvisible=yes
Points=10
Armor=concrete
Hospital=yes
Ammo=999 ;it can heal an unlimited amount of time.
Crewed=yes ;now when blown up,crew comes out(depends on owner)
Capturable=yes ;Now engie can capture it!
Power=-10 ;It eats power when captured.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no ;cant build off me,still..
Now..change the Armory to match this..
; Use Ammo to specify number of time the building can be used to upgrade infantry
[CAARMR]
Name=Civilian Armory
TechLevel=-1
Strength=800
Immune=no
LegalTarget=yes ;SHOOT MEEE!!
Insignificant=no
Nominal=yes
RadarInvisible=yes
Points=10
Armor=concrete
Armory=yes ;enables special armory logic.
Ammo=999 ;now it can be used to re-arm people all the time..
Crewed=yes ;now when blown up,crew comes out(depends on owner)
Capturable=yes ;Now engie can capture it!
Power=-10 ;It eats power when captured.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no
Now, find the Light Post entry..[GALITE]
Code:
; Light post
[GALITE]
Name=Light Post
Image=GALITE
Strength=600
Armor=wood
Owner=GDI,NOD
Cost=200
TechLevel=-1 ; changed from 12
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=NO
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=5000
LightIntensity=0.2
LightRedTint=0.05
LightGreenTint=0.05
LightBlueTint=0.01
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true
it was supposed to be buildable...now..change it to this..
; Light post
[GALITE]
Name=Light Post
Prerequisite=BARRACKS ;we all can see...THE LIIIGHT!!
Strength=200
Owner=GDI,NOD
Cost=200
Armor=wood
TechLevel=1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys
Insignificant=yes
AlphaImage=ALPHATST
There's the lightpost, working. its even got a cameo and looks pretty nice. I'll explain the rest in part 2 of this tutorial.