Jump to content

Recommended Posts

Hello im new on here, well im to on modding and i need help on that if some one could teach me or if someone is interested in give some help welcome to the team so, well this mod is about something totally new it will be for lan and sp playing, new campaing videos and units, story and some extras, something optional like new countrys, new characters, we have the story, and units to add u know buildings, units, tanks, etc. but we need help with coding, i will be apreciate if someone teach me or someone join the team, special thanks to one who joins us in the credits game. u can contact us to: [email protected] (no mails only chat) and [email protected] (mails and chat)

Share this post


Link to post

I know you will be hardpressed to find help to join your crew. But the readme posts can give a few pointers. If you happen to get stuck on some coding, you could post it here and I'm sure one of us could answer it with no problem. For some interest could you elaborate on your mod. Units, Story Idea, Ect... There are so many mods that have been made today that it could just be another idea that has already been done.

Share this post


Link to post

Coding is the easiest part of RA2 modding and should be easy enough for one person to handle. The AI though... is still a different story.

Share this post


Link to post
I know you will be hardpressed to find help to join your crew. But the readme posts can give a few pointers. If you happen to get stuck on some coding, you could post it here and I'm sure one of us could answer it with no problem. For some interest could you elaborate on your mod. Units, Story Idea, Ect... There are so many mods that have been made today that it could just be another idea that has already been done.

 

 

 

Thanks for reply, well the story goes like this the chinese empire with another countrys Socialists in that time made an alliance to destroy and end the battle between Soviets and Allieds oh yeah and get rid of yuri too who survived the last battle and his nation get affected but not destroyed, the invation start like always "classic style" someone alters a **** from time and the socialist start to attack. The General William Miner (Allied) Convince Spain and Ireland for join the allied forces, stop the Soviet invation and Destroy the Socialist for create Balancing (This is only seen on the allied Campaing). On the Comrade General Nicolay Alexander (Sovietic Campaing) Wants to Destroy the Allies And Socialist for the "Communism" be the only one in the whole world. Captain Andre Fernandez (Israelite and Socialist) Begins to Invade The Allieds And The Soviets. Basically that the story but we have many surprise. The new Countrys are this Allies: Spain and Ireland. For Soviets: Vietnam and Venezuela. For Yuri: Australia, Egipt and Fiyi. And For Last Socialist: China, India, Israelite and Maldivas. Every Country With new Weapons, Units, Buildings and SuperWeapons, And SuperUnits (this is new) Balancing the countrys with no leting down any one, and we added a lot more airships for Allied And Soviets (BECAUSE THEY NEED IT) oh i almost forgot yuri has some too. For more Explanations get in contact with us we accept constructive criticism, Comments and ideas we cant tell all the units, buildings, etc. because they are alot, we already have all, still we have problems that i dont find a solution and is to add new countrys (idk if is it possible any way i want to know if is it possible and how to do it) we are only two a friend who works in the story and surprise ME! lol anyway im new in coding and all that things too idk how to make maps for the mod im starting to read some tutorials for do that but im not understanding anything lol i make a map and when start says Mission Acomplish anyway thanks for ur help.

 

 

Share this post


Link to post
Coding is the easiest part of RA2 modding and should be easy enough for one person to handle. The AI though... is still a different story.

Yeah, that is a long haul to handle

 

 

I count about 11 countries in all your wanting to use. Though some have claimed that they can add them, I've never seen it. I know you can alter current ones. I also believe you can only have 3 start up scenes for each side. so...Allies would have their own. Soviets would have their own. Yuri, China, India, Israelite and Maldivas would have to share theirs. One way around this is to have an option at the begining of the game to where Yuri's nation would be Yuri or China. That of course is more coding.

 

I would double check your coding in map editing. That is most likely the problem.

Share this post


Link to post
Yeah, that is a long haul to handle

 

 

I count about 11 countries in all your wanting to use. Though some have claimed that they can add them, I've never seen it. I know you can alter current ones. I also believe you can only have 3 start up scenes for each side. so...Allies would have their own. Soviets would have their own. Yuri, China, India, Israelite and Maldivas would have to share theirs. One way around this is to have an option at the begining of the game to where Yuri's nation would be Yuri or China. That of course is more coding.

 

I would double check your coding in map editing. That is most likely the problem.

 

Thanks, i check again the coding of the map and yes one objective was wrong lol, well anyway i cant use Npatch because when i install it always says your yuri revenge has modified files (the mod) and Npatch cannot install try reinstall Yuri's revenge, idk if u want but we need help with maps i suck at doing that so idk if u want to help us with that? we will put u on credits or if u cant give us a msn or something to contact someone, thanks.

 

P.S: i have a RIP version of yuri.

Share this post


Link to post

if you have a RIP version, that might be why you have problems. sorry, I worked on a mod years ago and most of my work now is just for myself. But I'll give you pointers if I can, even though I see now you can add countries... how cool it that. You should go out and get a real copy of the game, its cheap now a days.

Share this post


Link to post
NPatch and Ares don't work with hacked copies. You need a legal version.

 

 

i will download a full version or buy one anyway, i cant find ares i only found Npatch can u give me the link for "Ares" program

Share this post


Link to post

You need a LEGAL VERSION. A download does not work with either.

 

Ares is not ready yet. It's still in development. If I could get Visual Studio to stop ****ing up, I'd be writing modules for it. >_>

Share this post


Link to post
You need a LEGAL VERSION. A download does not work with either.

 

Ares is not ready yet. It's still in development. If I could get Visual Studio to stop ****ing up, I'd be writing modules for it. >_>

 

a ok, i will buy one original cd so, anyway i have a little problem with coding, i add buildings and they do what i want but i can only see half of the building is like the other half is under the ground or only dissapear how can i fix that? the original building is like this: ggupowr.gif

here is my first problem:

square.jpg

and here is my second problem:

secondo.jpg

 

i have the same problem with all the buildings that i add, how can i fix this? for the allied nuclear reactor i copy the rules and art for the Soviet nuclear reactor and modify it but it doesnt work!

Share this post


Link to post

Looks like Art problems to me. You need to specify its size you know...

Share this post


Link to post

perhaps the art coding might have a flaw... could you post that?

Share this post


Link to post
You're missing Foundation on the building's art...

 

ok here is the artmd.ini and rulesmd.ini

 

RULESMD.ini:

 

; Ultra Power Plant

[GAUPOWR]

UIName=Name:GAUPOWR

Name=Allied Ultra Power Plant

BuildCat=Power

Strength=1000

Armor=concrete

TechLevel=9

Prerequisite=POWER

Adjacent=10

Sight=5

Owner=British,French,Germans,Americans,Alliance,España,Irlanda

AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil

Cost=1000

Points=30

Power=2500

Crewed=yes

Capturable=true

DamageSmokeOffset=410, 100, 165

MaxDebris=15

MinDebris=5

DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Powered=no

IsImmuneToRadiation=yes

Explodes=yes

DeathWeapon=NukePayload ; NUKE

DeathWeaponDamageModifier=0.5

Spyable=yes

ImmuneToPsionics=no ; defaults to yes for buildings, no for others

Drainable=yes

PoweredSpecial=yes

 

ARTMD.ini:

 

; Ultra Power Plant

[GAUPOWR]

Image=GAUPOWR

Normalized=yes

Remapable=yes

Cameo=GAUPOWR

Foundation=4x4

Height=10

Buildup=GAUPOWRMK

DemandLoadBuildup=true

FreeBuildup=true

NewTheater=yes

ActiveAnim=GAUPOWR_A

ActiveAnimDamaged=GAUPOWR_AD

ActiveAnimZAdjust=-151

CanBeHidden=False

OccupyHeight=8

RemoveOccupy1=0,-1

RemoveOccupy2=-1,1

RemoveOccupy3=-1,2

RemoveOccupy4=0,2

RemoveOccupy5=0,3

DamageFireOffset0=72,15

DamageFireOffset1=-44,71

 

; Ultra Power Plant active animation

[GAUPOWR_A]

Image=GAUPOWR_A

Normalized=yes

NewTheater=yes

Layer=ground

Start=0

LoopStart=0

LoopEnd=8

LoopCount=-1

Rate=220

DetailLevel=2

 

; Ultra Power Plant damaged active animation

[GAUPOWR_AD]

Image=GAUPOWR_A

Normalized=yes

;NewTheater=yes

Layer=ground

Start=9

LoopStart=9

LoopEnd=17

LoopCount=-1

Rate=220

DetailLevel=2

 

now what i have to do to fix that problem?

Share this post


Link to post

One problem is the Cameo tag should be omitted or set to XXICON if you don't have a cameo.

You don't need Image either since you're using the same name and that's likely your problem since you can't self-reference.

Share this post


Link to post
One problem is the Cameo tag should be omitted or set to XXICON if you don't have a cameo.

You don't need Image either since you're using the same name and that's likely your problem since you can't self-reference.

 

It will be like this?

 

; Ultra Power Plant

[GAUPOWR]

Normalized=yes

Remapable=yes

Cameo=GAUPOWRICON

Foundation=4x4

Height=10

Buildup=GAUPOWRMK

DemandLoadBuildup=true

FreeBuildup=true

NewTheater=yes

ActiveAnim=GAUPOWR_A

ActiveAnimDamaged=GAUPOWR_AD

ActiveAnimZAdjust=-151

CanBeHidden=False

OccupyHeight=8

RemoveOccupy1=0,-1

RemoveOccupy2=-1,1

RemoveOccupy3=-1,2

RemoveOccupy4=0,2

RemoveOccupy5=0,3

DamageFireOffset0=72,15

DamageFireOffset1=-44,71

 

; Ultra Power Plant active animation

[GAUPOWR_A]

Normalized=yes

NewTheater=yes

Layer=ground

Start=0

LoopStart=0

LoopEnd=8

LoopCount=-1

Rate=220

DetailLevel=2

 

; Ultra Power Plant damaged active animation

[GAUPOWR_AD]

Normalized=yes

;NewTheater=yes

Layer=ground

Start=9

LoopStart=9

LoopEnd=17

LoopCount=-1

Rate=220

DetailLevel=2

 

if is like that i already done that and fail T_T

edit: o **** i think i know what it is i have this shp files:

 

 

gaupowr.shp

gaupowr_a.shp

gaupowrmk.shp

that should be normal but i have more files

ggupower.shp

ggupowr_a.shp

ggupowrmk.shp

 

i dont have the AD shp files so i will delete that, still what files i have to use the gaupowr or the ggupowr?

 

edit 2: LOL with the building i have a gif image and the image is called ggupowr so i have to use the ggupowr shp? i think yes but how? how will be the coding? and its funny because i have an oil derick for allies and soviets and have the same thing there is the file gaderick and ggderick.

Edited by nightmare293

Share this post


Link to post

The A, G, et al are necessary. The A denotes this to be used on the snow terrain and the G denotes generic. If this is present it means, use this for all other theaters. You will often see Westwood structures using a D, L, N, T or U, which stand for desert, lunar, newurban, temperate and urban, respectively.

 

The _AD animation denotes the damaged animation code. Removing it will not bode will since your animation will disappear when it hits the health percentage defined by ConditionYellow. That requires an Image call to the original _A animation so just add Image=GAUPOWR_A to it and that will be fine.

 

The code, otherwise, is fine. However, you do need all of those SHPs inside a MIX file that has your mod's stuff in it. They can go loose in the directory, but it's generally preferred to be in a MIX for brevity.

Share this post


Link to post
The A, G, et al are necessary. The A denotes this to be used on the snow terrain and the G denotes generic. If this is present it means, use this for all other theaters. You will often see Westwood structures using a D, L, N, T or U, which stand for desert, lunar, newurban, temperate and urban, respectively.

 

The _AD animation denotes the damaged animation code. Removing it will not bode will since your animation will disappear when it hits the health percentage defined by ConditionYellow. That requires an Image call to the original _A animation so just add Image=GAUPOWR_A to it and that will be fine.

 

The code, otherwise, is fine. However, you do need all of those SHPs inside a MIX file that has your mod's stuff in it. They can go loose in the directory, but it's generally preferred to be in a MIX for brevity.

 

ok i done that and is like this:

 

; Ultra Power Plant

[GAUPOWR]

Normalized=yes

Remapable=yes

Foundation=4x4

Height=5

Buildup=GAUPOWRMK

DemandLoadBuildup=true

FreeBuildup=true

NewTheater=yes

ActiveAnim=GAUPOWR_A

ActiveAnimDamaged=GAUPOWR_AD

ActiveAnimZAdjust=-10

CanBeHidden=False

OccupyHeight=3

RemoveOccupy1=0,-1

RemoveOccupy2=-1,1

RemoveOccupy3=-1,2

RemoveOccupy4=0,2

RemoveOccupy5=0,3

DamageFireOffset0=72,15

DamageFireOffset1=-44,71

ActiveAnimPoweredSpecial=true

ActiveAnimPowered=false

LowPower=NANRCT_P

LowPowerDamaged=NANRCT_PD

LowPowerPowered=false

 

; Ultra Power Plant active animation

[GAUPOWR_A]

Image=GAUPOWR_A

Normalized=yes

NewTheater=yes

Layer=ground

Start=0

LoopStart=0

LoopEnd=8

LoopCount=-1

Rate=220

DetailLevel=2

 

; Ultra Power Plant damaged active animation

[GAUPOWR_AD]

Image=GAUPOWR_A

Normalized=yes

;NewTheater=yes

Layer=ground

Start=9

LoopStart=9

LoopEnd=17

LoopCount=-1

Rate=220

DetailLevel=2

 

i have all the shp files inside my mix file but still nothing i copy the code of CLPOWER CHRONO POWER REACTOR from apocalyps mod (idk if u know that mod) anyway the building works correctly and i still dont know why! the problem disapear and everything runs fine only on that building but is the same code that i used before wtf happened?

Share this post


Link to post

It's generally not advised to copy and paste code from other mods. It is not difficult to write your own and have it work properly. Structures can often be fussy but it's still not overly difficult.

Share this post


Link to post
It's generally not advised to copy and paste code from other mods. It is not difficult to write your own and have it work properly. Structures can often be fussy but it's still not overly difficult.

 

i know that is not correct to copy from others but it just was for test, anyway is a little bit difficult to me read english and writte it too because im from spain and im still studing english. i will search some tutorials (i never read one i was having some luck adding things without reading a simple tutorial) lol

Share this post


Link to post

If you've figured out how things work without any help, you're well on your way to learning quite a lot. Half of the people who start these days can't even add a tank without playing 20 Questions.

Share this post


Link to post
If you've figured out how things work without any help, you're well on your way to learning quite a lot. Half of the people who start these days can't even add a tank without playing 20 Questions.

 

lol, anyway i could add the building without any mistake is so cool! still i have some problems with the maps but im working on that, i know that i can count on you guys for any question or problem that im sure i will have XD, now that i figured out how things work im adding things at a incredible speed I had a headache lol but i will be fine. thx to all who reply stay tuned because soon i will post the mod here

Share this post


Link to post
If you've figured out how things work without any help, you're well on your way to learning quite a lot. Half of the people who start these days can't even add a tank without playing 20 Questions.

 

i added new countrys for allied, soviets, and yuri sides still idk how to add a new side, i done that before and i dont remember how anyway the base always blow lol, im using rock patch to do the new side but im still stuck, how can i do a new side with rockpatch?

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×