DarkVen9109 Posted January 3, 2013 Share Posted January 3, 2013 Hello! How long has it been since I posted here in this forums and spent too much in PPM? LOL maybe a month. Hrmm Hrmm anyways, I knew the new version of ARDA allows you to change building foundation. Are there any ARDA users here? I need help. Enabled notifications of replies Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 3, 2013 Share Posted January 3, 2013 no problem buddy, we didnt miss you! White is making an arda mod Link to comment Share on other sites More sharing options...
Ferret Posted January 3, 2013 Share Posted January 3, 2013 White has some experience with Arda. I'm sure he'll stop by this thread and help you out. Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 3, 2013 Share Posted January 3, 2013 Yeah, the way the ARDA manual i written, you'll never figure it out. I had to go talk to AlexB to to get the details. I'd hoped he'd have updated it, after I pointed out there was no way to figure it out, but looking at the manual now, it's clear he hasn't. It's easierst to see with an example. Here's my refinery. It doesn't have the top square and the bottom 2 squares (center and right, bottom, that is) are left open so that the harvester can drive on them. For the squares the harvester drives on, you'd usually use [buildingType]?Foundation.ExtraSpaceX= to fill in the gap, but because I'm sill using a bib, there's no need for it. The three squares along the top are all open as well, but you can drive and walk behind them. X=Foundation Z=updated ZZZ XXX XZZ Here's what you'd need to write in rules.ini Foundation=3,3 Foundation.Cell0=0,1 Foundation.Cell1=1,1 Foundation.Cell2=2,1 Foundation.Cell3=0,2 Foundation.Update0=0,0 Foundation.Update1=1,0 Foundation.Update2=2,0 Foundation.Update3=1,2 Foundation.Update4=2,2 If the bib was off, you'd need: Foundation.Placement0=1,2 Foundation.Placement1=2,2 Hopefully you can see how you have to write it out now. If you have further questions, just ask me. -Liam Link to comment Share on other sites More sharing options...
Nyerguds Posted January 3, 2013 Share Posted January 3, 2013 Did he actually implement the Placement stuff now? Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 4, 2013 Share Posted January 4, 2013 He already had it, it just wasn't described how to actually write it into the rules ini in his manual -.- -Liam Link to comment Share on other sites More sharing options...
DarkVen9109 Posted January 4, 2013 Author Share Posted January 4, 2013 Actually, I missed out FunkyFr3sh and MNdakota. Anyways, what .ini file will I need here? Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 4, 2013 Share Posted January 4, 2013 You install ARDA and use the rules.ini and aftrmath.ini files to mod the characteristics of the game. If you don't have these, you'll need them for just about any mod. http://ra.afraid.org/html/downloads/ini.html -Liam Link to comment Share on other sites More sharing options...
DarkVen9109 Posted January 4, 2013 Author Share Posted January 4, 2013 DW I have these things on my RA direcotry umm can you give me an example of how will I put the building foundation? Let's use Power Plant. Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 4, 2013 Share Posted January 4, 2013 What shape do you want your new PP? To make it just 4 squares X=Foundation B=Bib (dirt in front of building) XX XX BB You'd scroll down in rules.ini under power plant, I think it's called [powr] and put. Foundation.Cell0=0,0 Foundation.Cell1=0,1 Foundation.Cell2=1,0 Foundation.Cell3=1,1 If you wanted it to be shaped like the TD power plant X=Foundation O=Updated B=Bib (dirt in front of building) XO XX BB Note that the GRAPHICS of the TD power plant is also on the O space, but that you can still walk and build there, that the foundation doesn't cover this space. Foundation.Cell0=0,0 Foundation.Cell1=1,0 Foundation.Cell2=1,1 Foundation.Update0=0,1 (you use this so that the graphics don't bugger up when units move onto this square) -Liam Link to comment Share on other sites More sharing options...
DarkVen9109 Posted January 4, 2013 Author Share Posted January 4, 2013 I actually want my Power Plant shaped like TD Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 5, 2013 Share Posted January 5, 2013 Well that should do it then. I hope you understand how it works now. It's maybe the one thing in ARDA that you'd get totally confused with. There's a few other things in there that might catch you out. If you get confused again, hit me up. -Liam Link to comment Share on other sites More sharing options...
Matt Posted January 24, 2013 Share Posted January 24, 2013 I don't know what exactly you mean by foundations, but I guess OpenRA allows this to be modified more intuitively at https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/rules/structures.yaml#L903 Link to comment Share on other sites More sharing options...
Nyerguds Posted January 24, 2013 Share Posted January 24, 2013 OpenRA isn't RA, though... no matter how hard it tries. (which, tbh, isn't very hard) Link to comment Share on other sites More sharing options...
DarkVen9109 Posted March 25, 2013 Author Share Posted March 25, 2013 Long time no check in this topic of mine. Can somebody help me. What part of rules.ini I should place the TD-like foundation of a Power Plant? Is it at the end or at the start? By the way: What is 0 and 1? I know this has something to do with foundations. Sorry just checked out with this recently. Does it really have to be 0 and 1 as always? Link to comment Share on other sites More sharing options...
Nyerguds Posted March 28, 2013 Share Posted March 28, 2013 umm, 0 and 1 are simply the first 2 indices. In practically all programming, all lists have 0-based indices. Link to comment Share on other sites More sharing options...
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