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0 NeutralAbout killerman132
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Yuri's lab
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playing C&C
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can anyone tell me how to make generals so it runs so you have a predefined squad that you start with and can customize with different weapons and generals abilities
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is it possible...........
killerman132 replied to killerman132's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
okay thanks for your help -
is it possible...........
killerman132 posted a topic in Red Alert 2 / Yuri's Revenge Maps & Modding
is it possible to add a campaign and cut scenes to each country and make them have there own tech tree? -
Need Help With Mod
killerman132 replied to killerman132's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
Okay, another question how do you add turrets to stuff? -
Need Help With Mod
killerman132 replied to killerman132's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
thanks I'll try that \ Edit; It works! thanks for the help -
Need Help With Mod
killerman132 replied to killerman132's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
yes i modded artmd.InI and rulesmd.ini and it is just not buildable -
Need Help With Mod
killerman132 replied to killerman132's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
YR -
Need Help With Mod
killerman132 replied to killerman132's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
I downloaded the file from YR Argentina, It came with code and images and files, but it didn't work. did I do something wrong Code Art.ini: [sHKCOM] ; Tesla Commando by DE2K Cameo=SHKCOMICON AltCameo=SHKCOMUICO Sequence=ConSequence Crawls=yes Remapable=yes FireUp=2 PrimaryFireFLH=100,-25,135 SecondaryFireFLH=100,-25,135 Rules.ini: Under [infantryTypes]: XX=SHKCOM (Where XX is the next available number, below 100) Where the infantry specifications are: ; Soviet Tesla Commando by DE2K [sHKCOM] UIName=Name:SHKCOM Name=Tesla Commando Category=Soldier Primary=TcomBolt C4=yes Assaulter=no ; I clear out UC buildings Prerequisite=BARRACKS RequiresStolenSovietTech=yes CrushSound=InfantrySquish Crushable=no Strength=250 Armor=Plate TechLevel=5 Pip=red Sight=8 Speed=5 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=2000 Soylent=1000 Points=50 IsSelectableCombatant=yes VoiceSelect=TeslaTroopSelect VoiceMove=TeslaTroopMove VoiceAttack=TeslaTroopAttackCommand VoiceFeedback=TeslaTroopFear VoiceSpecialAttack=TeslaTroopMove DieSound=TeslaTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=no Size=1 AllowedToStartInMultiplayer=no ElitePrimary=TcomBoltE IFVMode=6 In the Weapons section: ; Fire by Telsa Commando [TcomBolt] Damage=110 ROF=50 Range=4 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=InvisibleLow IsElectricBolt=true ; Elite Fire by Telsa Commando [TcomBoltE] Damage=140 ROF=45 Range=6 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=Electricbounce IsElectricBolt=true I give full credit to DE2K -
I'm making a mod that adds new buildings infantry and vehicles but I don't know how to add them I am using Tib Ed
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killerman132 started following Modding Question
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Modding Question
killerman132 replied to killerman132's topic in Generals / Zero Hour Maps & Modding
cool thanks Doctor Destiny. how would you do that though? -
is it possible to make generals zero hour into a squad based game?