Catman
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Everything posted by Catman
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interesting. I will give you the raw pictures of the units straight off Maya u all are going to have to be the ones to make the pics compatible with RA2 though. Sorry bout the delay, i got that sasser worm and i kudnt get on the i-net. All fixd now tho.
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i want to make a building that my units can go over but whyen the bad guys come they get shocked by a low ranged tesla type gun. how do i make the building flat? :?:
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im a decent shp editor, a good voxel maker, and i work w/ coding too, so if any one is making a mod i will be glad to help. Oh and if your a newb thats even beter b/c i like pretty much doing everything and teaching others how to edit. Best of all its FREE. 8)
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i tried to do exactly what u did. and i got the same results. i made this a while ago and i vagiely remember so bear with me. i made the nuke cluster on impact similar to the prisim gun but i made it spread out more and got a nuke that covered the whole map. look into it that way or try a cluster type weapon in the same fasion.
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yea sure ll work on your project. im more into realistic mods like adding more realistic units and weapons in the game but ill pretty much do anything so give me a email.
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sure i can do all of that just give me your e-mail adress and ill get back to you.
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make the battle drone fire that paladin anti missile lazer
Catman posted a topic in Editing Discussion
yea how do you make the battle drone fire the padadin lazer for zero hour i appreciate your work koen -
i think i can help you. What kind of cameos are you trying to use, the ones in the game or a cameo that you made
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i made this wall, copied from the prison camp wall and edited in PSP. I made a copy of the allied wall rules,art coding and and gave it a diff image. In game the wall is invisable and any unit can go over and through it. When i place a building there it has the little red squares. And ifi try to get the free walls in between the posts it doesnt have the light green line from side to side and doesnt place the walls in between them. i put a guard range on it and it still doesnt work. Here is the coding: [electric fence] UIName=Name:GAWALL Name=Allied Wall BuildCat=Combat Strength=200 Prerequisite=NAHAND Armor=concrete TechLevel=1 Adjacent=8 Wall=yes Sight=2 Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs AIBasePlanningSide=0 Cost=25 Points=5 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0 ; ;IsBase=no BaseNormal=no GuardRange=8 Bombable=yes OmniFire=yes Image=ELFNC RadarVisible=no Selectable=no GateCloseDelay=0 CanC4=no [ELFNC] Cameo=WALLICON Foundation=1x1 ToOverlay=elfnc DamageLevels=2 NewTheater=no Image=elfnc DemandLoad=true
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after reading this post i got dizzzy too much ...........................blahhg
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look , at the end of the original red alert, if the sovies won the CnC games followed and if the allies won , the Red Alert 2 games followed. And if u remember US wasnt even in the original Ra1 so in the CnC games America really isnt a power like it actually is, so the army that it has now wouldnt exist.
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i am modding ra2 and i changed the kirov into another unit. Tibed deleted the blimp bomb. i needed the blimp bomb for another unit i made. i copy pasted the blimp bomb files back into position. as i tested the weapon it shot sniper rifle. i went back and everything under blip bomb was fine. this has happened to me b4. tibed sometimes crams new weapons right underneth preexisting weapons causing the game to use the first set of parameters, causing the weapon to shoot something it shouldnt. how do i fix this?
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this is the coding for the bomb guy UIName=Name:bomb Category=Soldier LeadershipRating=7 Strength=20 Armor=flak TechLevel=-1 Pip=white DetectDisguise=yes Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,All iance Soylent=50 IsSelectableCombatant=yes PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons Bombable=yes AllowedToStartInMultiplayer=no Size=1 ImmuneToPsionics=yes IFVMode=0 Trainable=no Image=canister CanRetaliate=no Selectable=no DeathWeapon=Bombguybomb Primary=Bombguybomb Points=1 Cost=10 Speed=1 Explodes=yes
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i am makin a mod and i deleted the coast guard and tug boat. now when ever i make a new unit it puts it in the listing as if it war the tug or coast guard. what the hell? can 1 of u all tell me how to fix this. :?
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ha ha ha i got it workin. Now i have a different problem. When the bombs land they sit there, when shot they explode but dont die, they keep exploding and exploding and exploding .......
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well yes and no, i want as many units in this as posible, remember the 100 units rule . but if u put the tuger at the end of the list it wont cause a problem.
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well i think im going to just make it an upgraded mirage gun, wich brings me to another question. How can i stop the kirov thingy wiith the mirage gun stop trying to float directly over the target and start shooting, i want it to keep its distance.
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still doesnt work, can anyone that has pulled this off sucessfuly post the ini coding for it?
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im havin trouble with a super weapon was made that i used the nuke to start from. the beam (projectile with a blank image but a trailer with the image i want) seem to stop the height of a small building away from the ground. the weapon works fine and damages and all that but it doesnt hit the ground?
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nope. didnt help i think that was just a typo. Are u sure the image is correct , i didnt put it in the infintry art ini. :x
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i wanted to change the color pink to black, i did by putting in the black color code under the pink heading, in the game the colors work fine but in the skirmish menu it is still pink, i have concluded that somewhere in the .mix files there is a pink rectangle that is use for this. i have failed in locating it , does anyone know where this is or how to fix my problem?
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yea i tried that and it glitched rite when the plane was supposed to drop the 1st guy. U wernt very specific about any of this so alot of wat i did was guess work. this is all the ini coding that i did . as u notice there is no art file for the inf. i didnt no wat u meant . infantry [bomberguy] UIName=Name:bomb Category=Soldier NavalTargeting=6 LeadershipRating=7 Strength=50 Armor=none ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting TechLevel=-1 Pip=white Sight=9 DetectDisguise=yes Speed=8 Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,All iance ForbiddenHouses=Russians,Confederation,Africans,Arabs Soylent=50 IsSelectableCombatant=yes Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=yes Bombable=yes AllowedToStartInMultiplayer=no Size=1 ImmuneToPsionics=yes IFVMode=0 Trainable=no Image=canister Immune=yes CanRetaliate=no Explodes=yes Selectable=no DeathWeapon=Bombguybomb Weapon [bombguybomb] Projectile=Invisible Damage=225 Warhead=BomrguybombWH Range=1.5 ROF=10 Suicide=yes Warhead [bomguybombWH] Verses=150%,100%,100%,90%,100%,200%,100%,150%,30%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=3 PercentAtMax=.5 ;Dustin is experimenting with art stuff here. Bright=yes AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 i dont what the problem is.....
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ive been looking since thursday last week, wit the xcc program, still cant find it.
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i mada great looking building but i dont no how to compile the images i made, in the mixer the imaged already in the game are all in one file, i do not no how to make this happen,... help me .
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thanks that helped, here is my other question... im making a super weapon based on the nuke , i want it to reighn down 100s of balls of plasma, the tesla of my mod, ive gotten it to do this but i have 3problems, 1 the nuke siren goes off,2 it all comes down in the same place, 3it all comes down at the same time, i dont want any of this to happen , how would i go about fixing it?