Scott
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Everything posted by Scott
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1) I know how to do without using TibEd... 2) Nope 3) Yeah, but you have to edit the art stuff with some art editting software. 4) No, and you have to make an actuall occupied frame for that building.
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I think that you have to do some projectile editting.
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For the spyplane, change... IsLegalTarget= from yes to no...
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OK...this may be slightly wrong, so don't hold me to it. Fenring will probably tell you it perfectly. OK, first off, you need XCC Mixer. From there, you'll have to look around the mix files, unit you find that picture (the load one). Then, you need your picture, with the same resolution, in pcx format. You export it to a SHP file, with the same name as the orginal load screen, then overwrite the orginal. I think that's right. Wait until confirmation before you try it tho'...
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what software can i use to make new pictures for units?
Scott replied to a topic in Editing Discussion
I do. http://yrarg.cncguild.net -
You can change the resoultion of YR. As is why I've got mine at 1028x768. If you can't when you first get it, make sure you've downloaded the 1.001 patch...
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Wouldn't that basically be the Tech Outpost? If you wanted it like that, clone the outpost, change the weapon, and make it buildable...
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Cool....thanks dude. Thought it would be you who gets the code for it.
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Yay. Indeed. Anyhow, how would I go about making landmines? Any I've tried so far just don't work... And also, would it be possible to make a landmine that psychicly controls a unit for a short amount of time? If not, I'll go with Chaos gas... Oh, and naturally, this is YR.
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Well, if you've already extracted it from....(Help me out here)...whever it is....can't remember exactly...eexpandmd01? Something like that... Either way, using XCC Mixer (Modders' best friend), extract it from wherever it is. It's called aimd.ini, and in that you can edit what the AI does. Fun. But don't ask me how to do it...that'll be the last thing I'll work on in my mod, so I'll teach myself when I get there.
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Well, I haven't used TibEd for a while, but I'll try my best to help you... OK, first off, go to the section that you need, so if you're creating a vehicle, go to the vehicle tab. Once there, click new. A dialog box comes up,w ith various things in it. If your merely cloning an existing unit to edit, pick that unit from the list, type an iID for that unit, and click create. If not, do the same thing, but don't select a unit to copy, and I think there's a radio button you can pick, saying "Create a brand new unit", or something like that. From there, you can choose the various stuff that your unit can have, thanks to to the drop-down boxes. If I missed anything, I'm sure Koen would happily fill you in. Or Fenring...
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Yeah, Floating Disk has a charge image. It's when the laser starts from the back, moves around the two edges, and leaves the body. AS for the hornets returning....I don't know. You could always test it, by giving the Aircraft Carrier the Nighthawks movement zone, and make it come out of the War Factory...(yes, that works, because the Nighthawk flies when it moves and attacks.)
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You've never looked at Eagle Red's coding then? :wink:
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But you'd be able to do it if you cloned the Aircraft carrier so it was a land vehicle....I think. Problem is, it would look damn odd....heh, imagine being rushed by them...you wouldn't know what to think, would you?
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Thanks for the advice everyone. I've abandoned the Psychic Mine seems it's impossible,a nd coded myself a Chaos Mine instead. Here's the stuff, seem's I'm not testing this 'til i've added most of the units... ---------- ; Yuri Chaos Mine [YAMINE] UIName=Name:YAMINE Name=Chaos Mine BuildCat=Combat Strength=25 Invisible=yes LegalTarget=no Primary=ChaosMineWeapon Armor=wood Prerequisite=YABRCK,YACNST Insignificant=yes TechLevel=4 Adjacent=10 Sight=3 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry ;AIBasePlanningSide=0 ;gs 0 for Allies, 1 for Soviets, 2 for Yuri Cost=250 BaseNormal=no Points=30 Power=-10 Crewed=no Trainable=no Cloaked=yes Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 MinDebris=1 Powered=yes ThreatPosed=30 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=no AIBuildThis=no HasStupidGuardMode=false DeathWeapon=ChaosMineExplosion [ChaosMineWeapon] Projectile=Invisible Damage=1 Warhead=ChaosMineWH Range=2.5 ROF=100 Suicide=yes [ChaosMineWH] Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,0% InfDeath=3 CellSpread=1.5 PercentAtMax=.5 PsychicDamage=yes [ChaosMineExplosion] Damage=800 ROF=100 Range=1 Projectile=Invisible Warhead=PsychGasExp ; Psych Gas Explosion [PsychGasExp] CellSpread=2.5 Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% InfDeath=1 AnimList=CHGASEXP Psychedelic=yes
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Yeah, I meant it for structure. Defensive structure. And this is YR.
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Yeah, sure. I was sure nobody else was gonna reply to this... I'll think about setting up a board later, and posting the link here. Whoo...
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OK, I've been a bit busy, doing some minor mods for YR, and I've decided, I wanna make a bigger one, that changes a load of stuff, and add some new units, stuff like that. The thing is, my coding knowledge is small, to say the least, and I'm looking for volunteers to help me. I'm learning the coding very quickly however, and for the coding I only really need some veterans to debug the code, and add stuff if I get stuck. But, what I really need is Graphics...I'm planning a lot of new units and structures, and there's only so much I can do with the exsisting models on YR. So, if anyone wants in, post here, and, if I get enough interest, I'll create a forum (probably using ProBoards) that we can discuss the ideas on. Oh, and the more the merrier. - Scott
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Well, this is the entry from the YR rules.ini file...it should be the same as the one in RA2... ---------- [GHOST] UIName=Name:GHOST Name=SEAL Image=SEAL Category=Soldier Prerequisite=GAPILE,RADAR PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL Primary=MP5 Secondary=Sapper OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 AlternateArcticArt=yes ; ie SEALA for arctic maps C4=yes Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=yes TiberiumProof=yes Strength=125 Armor=flak TechLevel=9 Pip=red Sight=8 Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 Soylent=500 Points=50 IsSelectableCombatant=yes VoiceSelect=SealSelect VoiceMove=SealMove VoiceAttack=SealAttackCommand VoiceFeedback= VoiceSpecialAttack=SealSpecialAttack CreateSound=SealCreated DieSound=SealDie EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 SpeedType=Amphibious MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug) ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER Size=1 DetectDisguise=no ElitePrimary=MP5E IFVMode=4 UseOwnName=true
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Well, if you are wondering if you can, you've obviously got RA2....well, other than editing the .INI files, I guess you could create a map with the pentagon on it...when you garrison them, you get SEALS....at least, I did...
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Well, if you don't want to extract the .INI files from RA2, then I guess you could go to cncgames.com and download them... TiBed is good to start off with, but it's easier to manually code stuff yourself, as you have more control over what you do... (Yes Fenring, I'm doing that now... ) Too be honest, stick to the editting before you do new Cameos and voxels....if it's only for yourself and/or a few friends, then it isn't really gonna matter too much.
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Alrighty then. I'll add you on when I get home, seems I'm in school right now. As for Eagle Red, I reckon it's OK, but there's too many units...and the SCUD bombers really take it's toll on my comp. All those gas clouds... Now, good mods...I enjoy Devastation....it's more of a balancing mod more than anything, with a few new units.
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Red Alert 2/Yuri's Revenge won't start-up. Please Help.
Scott replied to a topic in Tech Discussion & Support
I used to have this problem, that it wouldn't run (I have Me). I'm not sure what was wrong with it, but if you have two CD-Rom's/CD-RW combination, try putting the orginal RA2 disk in the other drive (The one you didn't use to install it in). -
Yeah, I've been looking around DeeZire lately. It's damn good. But I've encountered a problem...When I try to do a skirmish with my mod, it refuses to go onto the Setup page....yet it works when the mod isn't in the RA2 directory...strange...has anyone else had this problem?
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Well, if you're after ideas, the here goes...and some of this stuff is what I'm planning to put in my mod... Allies - Extend Prism Technology Add Plasma Technology Plasma Reactors (Substitute for Nuclear Power Plants, except for the Allies) Plasma Tanks Plasma Bombs (for Aircraft) Plasma Tower (Defence) Soviets - Extend Tesla Technology Extend Nuclear Technology Nuke Tower (Long-ranged Defense, w/ a minimum range) Nuke Launchers (Modeled on V3's, except with small nukes) Flamethrower Infantry I haven't got any ideas for Yuri (if you're on about YR). Hope that helped!
