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  Topic: Final Alert 2 Basic Tips [YouTube]
HG_SCIPCION

Replies: 1
Views: 1413

Post Posted: Wed Dec 14, 2016 6:16 pm    Subject:   Final Alert 2 Basic Tips [YouTube]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Enjoy and make your petitions Smile

PS: i'm not the best with the map editor :p I'm bad with triggers.
cheers...

[youtube]https://www.youtube.com/watch?v=mnocLtUWLY0[/youtube]
  Topic: Making ROF of Primary and Secondary don't effect each other
MustaphaTR

Replies: 0
Views: 1528

Post Posted: Sun Apr 10, 2016 4:31 pm    Subject:   Making ROF of Primary and Secondary don't effect each other
Subject description: Uses Ammo= on weapon in lastest Ares.dll
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
In 0.B Ammo= on weapons is introduced. And i realised that we can use it to fix the ROF conflict betwen weapons. What you need to do is making game use Ammo= for long one and ROF for short one.

Her ...
  Topic: Preventing IE with Voxel Debris
Allied General

Replies: 2
Views: 1507

Post Posted: Fri Apr 01, 2016 9:02 pm    Subject:   Preventing IE with Voxel Debris
Subject description: Preventing IE with Voxel Debris
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Voxel debris may sometimes crash if not have damage and warhead defined and said debris hits another unit.

This issue occurs with the default Damage=0
DamageRadius=-1
Warhead=TankOGas

In summa ...
  Topic: Tree Fire
Ich-Henker

Replies: 0
Views: 1799

Post Posted: Sun Oct 04, 2015 1:28 pm    Subject:   Tree Fire
Subject description: Creating spreading tree fires
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hey to all!

When  I wanted to recreate this C&C phenomenon no real tutorial was available - most of the discussions were incomplete or a little misleading; when I found the solution I got a u ...
  Topic: [ARES] Powerups for specific units via superweapon/weapon
XxpeddyxX

Replies: 2
Views: 2595

Post Posted: Fri Jul 31, 2015 3:43 am    Subject:   [ARES] Powerups for specific units via superweapon/weapon
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Been playing around with ARES and managed to get a powerup system working, the AI uses it properly somewhat.

In my mod this SW powers up Cuba's flametrooper and flame tank, as an example;

Any co ...
  Topic: Using IsLine/ColorAdd with regular weapons [ARES]
Millennium

Replies: 0
Views: 1339

Post Posted: Mon Jun 29, 2015 1:42 pm    Subject:   Using IsLine/ColorAdd with regular weapons [ARES]
Subject description: stopgap solution
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
YR has the feature of adding IsLine to weapons, which will draw a colored line (distinct from a laser) between the firer and the target. It also causes the target to "glow". This feature is ...
  Topic: Using a batch file to copy INIs from working directories.
Darkstorm

Replies: 1
Views: 1299

Post Posted: Thu Jun 11, 2015 1:22 am    Subject:   Using a batch file to copy INIs from working directories.
Subject description: Plus some organized rules for use with Ares.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I'm not sure how others handle their mods, but I like to have a separate directory for all the assets and INIs outside the directory I run it from. This presents an annoyance in constantly copying fil ...
  Topic: Making Immobile infantry (for trees and whatever)
GenesisAria

Replies: 2
Views: 1763

Post Posted: Sun Apr 12, 2015 4:33 am    Subject:   Making Immobile infantry (for trees and whatever)
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
If you want to make a terrain object like a tree, and to have it use unit palettes (or custom palettes if you are able to do that)...
Here is the script for making infantry that act like trees (note ...
  Topic: Weapons w/ altered trajectories versus some targets [ARES]
Millennium

Replies: 10
Views: 2754

Post Posted: Thu Mar 19, 2015 3:04 pm    Subject:   Weapons w/ altered trajectories versus some targets [ARES]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Remember the ECM tank's feature that would prevent it from being hit by guided missiles in Generals? The following tutorial should explain how a similar effect can be re-created in YR (with Ares), pro ...
  Topic: How I make RA2 cameos...
G-E

Replies: 2
Views: 3267

Post Posted: Mon Mar 16, 2015 9:20 pm    Subject:   How I make RA2 cameos...
Subject description: ...from random images mashed and modified
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
1. Make a unit
2. Find a nice background that suits your mod/style or variety you're after
3. Find a vehicle with some attributes like overall shape that you could modify
4. Do some c&p, spray, ...
  Topic: [ARES] AI using vehicles from pardrop for defenses only
MasterHaosis

Replies: 4
Views: 2365

Post Posted: Fri Mar 13, 2015 10:26 pm    Subject:   [ARES] AI using vehicles from pardrop for defenses only
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello guys.
For example, we want AI Soviet to drop 3 Rhino Tanks on each 5 minutes in its base from Battle Lab, and collecting them, while AI is building Rhino Tanks from War factory, ignoring parad ...
  Topic: [ARES] Destroying drainable buildings with Floating Disks
MasterHaosis

Replies: 8
Views: 2962

Post Posted: Wed Mar 11, 2015 10:59 am    Subject:   [ARES] Destroying drainable buildings with Floating Disks
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
So, as we all know, Floating Disks are designed for draining certain structures (base defenses, refineries and power plants) instead of destroying them, so you cannot win with Yuri from air, or you ha ...
  Topic: Add AlphaImage to firing anims
kenosis

Replies: 16
Views: 4801

Post Posted: Sun Dec 14, 2014 4:19 pm    Subject:   Add AlphaImage to firing anims
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Only alphaimages on PARTICLE SYSTEMS can be erased in RA2.
Thus we use an empty anim to detonate a warhead, use that warhead to trigger an particle system, to let it display its alpha image. And use ...
  Topic: [RA2YR] String edit reference (*)
m7

Replies: 0
Views: 1456

Post Posted: Sat Nov 29, 2014 3:25 pm    Subject:   [RA2YR] String edit reference (*)
Subject description: For the things most mods change.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Below are a few strings and where they correlate to. I'm posting this in the tutorial vault since it is a reference to certain strings in the game, as finding certain elements that are commonly change ...
  Topic: Vehicles with DeployFire and Yuri-like weapons
Parasite03

Replies: 9
Views: 3904

Post Posted: Thu Aug 21, 2014 10:18 pm    Subject:   Vehicles with DeployFire and Yuri-like weapons
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Okay, so you want to make deployable vehicle. There are six things you need to manage to get it working:

Main things:
1. Primary
2. Secondary
3. IsSimpleDeployer
4. DeployFire


Primary - th ...
  Topic: [RA2/YR] VQA Movies
Glukv48

Replies: 6
Views: 3229

Post Posted: Thu Jul 24, 2014 11:50 pm    Subject:   [RA2/YR] VQA Movies
Subject description: Use the VQA movies in RA2 or YR
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I will not describe here step by step action. I just explain the basic principles.

Historic information:
VQA movies used in all C&C games to RA2, code responsible for VQA completely preserved ...
  Topic: Three (or more ) weapons for a unit
BaRaka

Replies: 7
Views: 4438

Post Posted: Fri Jul 18, 2014 8:09 am    Subject:   Three (or more ) weapons for a unit
Subject description: Adding more than two weapons
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I wrote a tutorial for this "hack" a few years ago on another Ra2YR modding forum, but I'll post the info here aswell.

Ok, here's how you can give more than just two weapons to any vehicl ...
  Topic: SHP Formats
Zaaz

Replies: 2
Views: 3285

Post Posted: Fri Nov 29, 2013 8:41 am    Subject:   SHP Formats
Forum:  Modding Central » Media Hut » Tutorials
I've read Vlado's paper on the TD SHP Format, and I redacted it a bit.
I also made a small paper about TS SHP Format, and because I didnt see
any anywhere, this is why I'm posting this here.

I'm ...
  Topic: The FAST way of rendering&converting model from other games
kenosis

Replies: 0
Views: 2652

Post Posted: Fri Nov 15, 2013 8:36 pm    Subject:   The FAST way of rendering&converting model from other games
Subject description: but make sure it has finished animation files........
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
[youtube]http://www.youtube.com/watch?v=hOnn5cQQfWI[/youtube]

toolkit download at http://www.ppmsite.com/forum/viewtopic.php?t=35910&postorder=asc
instructions also in that toolkit.
  Topic: Rendering units in 3DSMax for RA2/YR (You Tube)
HG_SCIPCION

Replies: 14
Views: 8151

Post Posted: Wed Oct 30, 2013 11:11 pm    Subject:   Rendering units in 3DSMax for RA2/YR (You Tube)
Subject description: ehhhm..... well
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
well, friends..... this tutorial is my video..... enjoy?

https://www.youtube.com/watch?v=z5WxgE2J6QY

[youtube]http://www.youtube.com/watch?v=z5WxgE2J6QY[/youtube]

Smile  Rolling Eyes

sorry!!!!
  Topic: [YR] Train bridges*
Gangster

Replies: 5
Views: 3313

Post Posted: Sat Sep 14, 2013 12:46 pm    Subject:   [YR] Train bridges*
Subject description: Recycling Wood bridge to Train brige.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I ll be short. Its seems logic is still there. You just need a proper grafic and you are ready to go.

http://25.media.tumblr.com/tumblr_mc0tmfFcuM1r99uloo1_500.gif


[BRIDGEB1]
Image=RAILBRDG; ...
  Topic: Mech Bot Tutorial (Voxel) (***)
Zero18

Replies: 0
Views: 3716

Post Posted: Fri May 10, 2013 8:24 pm    Subject:   Mech Bot Tutorial (Voxel) (***)
Forum:  Modding Central » Media Hut » Tutorials
http://i416.photobucket.com/albums/pp242/Starecon/MechbotTutorial_zps4d064d25.png

Ever want to make your own mechbots? Not good with SHP or doesn't have the skill in making it? But your good with v ...
  Topic: Planetary Assault Carrier
MasterHaosis

Replies: 7
Views: 5031

Post Posted: Wed Apr 03, 2013 5:46 pm    Subject:   Planetary Assault Carrier
Subject description: some workaround for flying aircraft carriers
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hai mortals Very Happy

Here, as promised, I will include Tutorial for Planetary Assault Carrier, Aircraft which can spawn aircraft in same manner as Aircraft Carrier.
Well, as we all know, there is no way ...
  Topic: [Ares] Add in all missions from RA2+Yuri Campaign Tutorial
EricAnimeFreak

Replies: 13
Views: 9462

Post Posted: Fri Mar 01, 2013 9:55 pm    Subject:   [Ares] Add in all missions from RA2+Yuri Campaign Tutorial
Subject description: Comes in the form of a DL Pack.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Assuming some others would like to include all the campaign missions from both RA2 and Yuri, I put together this Tutorial pack.

It's rather easy to use and mostly revolves around copying and pastin ...
  Topic: Transmitter System
Sir Shockwave

Replies: 8
Views: 3731

Post Posted: Wed Feb 06, 2013 4:02 pm    Subject:   Transmitter System
Subject description: Super easy tutorial for an alternate base construction system
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
1) Set at least one building to a large Adjacency. I recommend something like 10. This building will be your Transmitter building.

2) Set all other remaining building Adjacency's for your chosen fa ...
  Topic: YR Miscellaneous Tweaks
Atomic_Noodles

Replies: 6
Views: 5453

Post Posted: Mon Dec 17, 2012 6:45 am    Subject:   YR Miscellaneous Tweaks
Subject description: Update as I do some more...
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Enhanced Chrono Units
This Tutorial adds a small nifty zipline for chrono units when they teleport.

On the Unit that you want to get a zipline, go to their Art Entry and add the following:

UseL ...
  Topic: (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Lin Kuei Ominae

Replies: 1
Views: 4230

Post Posted: Thu Dec 13, 2012 9:53 am    Subject:   (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
After you've created a new voxel and gave it some cool new weapons in rules.ini, you surely noticed that the bullets don't start from the same point where the barrel ends.

This tutorial will show y ...
  Topic: ( ) All Palettes for XCC Mixer
Lin Kuei Ominae

Replies: 1
Views: 5949

Post Posted: Thu Dec 13, 2012 9:32 am    Subject:   ( ) All Palettes for XCC Mixer
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This is a short tutorial that shows you how to give XCC Mixer every palette from all C&C games, without the need for having them all installed.

This way has some slight advantages over the inbu ...
  Topic: Cliff Errors, and how to fix 'em. (*)
Lin Kuei Ominae

Replies: 0
Views: 2339

Post Posted: Thu Dec 13, 2012 8:52 am    Subject:   Cliff Errors, and how to fix 'em. (*)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Author: Wiziwig

Cliff errors are tricky lil buggers. Most begining mappers don't notice them, but as soon as they post them, someone notices.

This tutorial, allthough basic, will show you common ...
  Topic: (YR) Looping Machine Gun
MasterHaosis

Replies: 5
Views: 3691

Post Posted: Mon Nov 26, 2012 11:20 am    Subject:   (YR) Looping Machine Gun
Subject description: very easy, for looping report effect to any machine gun
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Guys, http://illiweb.com/fa/i/smiles/icon_biggrin.png
Here new small tutorial from me, even retard can do that.
As Starrku corrected me to mention:,,Only benefit you'd gain from this method as oppos ...
  Topic: Advanced Stealth Soldier System
MasterHaosis

Replies: 31
Views: 14985

Post Posted: Sat Nov 24, 2012 3:32 pm    Subject:   Advanced Stealth Soldier System
Subject description: Tutorial for RA2/YR, very easy
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello guys, Very Happy

As you followed this tutorial of mine http://i45.servimg.com/u/f45/11/75/26/39/strp10.png

First screenshot: Desolators are deployed stealthed in the middle of his base, waiting si ...
  Topic: [ARES] Using Factories and Cloning to make spammable drones.
Darkstorm

Replies: 0
Views: 2130

Post Posted: Thu Nov 22, 2012 4:24 am    Subject:   [ARES] Using Factories and Cloning to make spammable drones.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I've been working on my private mod and concocted an idea to use cloning to make a system of spammable drone vehicles for tier 1 & 2 vehicles. This can be accomplished using Ares 0.2 and the new l ...
  Topic: (The closest thing to) Drop Pods in YR! [Ares]
Millennium

Replies: 4
Views: 3136

Post Posted: Sat Nov 10, 2012 1:40 am    Subject:   (The closest thing to) Drop Pods in YR! [Ares]
Subject description: Does not even really require Ares, but doing it in normal YR is terribad and breaks all paradrops...
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
This tutorial will propably soon be made obsolete by future versions of Ares, but I'll add it anyways. It allows you to re-create something akin to the Drop Pod SW in Firestorm. For those of you who h ...
  Topic: Unlimited V3-Like rockets WITHOUT addons
NimoStar

Replies: 2
Views: 5734

Post Posted: Wed Nov 07, 2012 6:13 pm    Subject:   Unlimited V3-Like rockets WITHOUT addons
Subject description: Interceptable, launchable, custom unit-weapons
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Ok, I am new here, but I think I have found something that none has done before (since they keep asking for it as a feature, that would still be welcome since this is not *exactly* the same, but a ver ...
  Topic: [ARES] 4x3 Unit factory
Gangster

Replies: 8
Views: 5205

Post Posted: Thu Oct 18, 2012 11:39 am    Subject:   [ARES] 4x3 Unit factory
Subject description: not obvious but possible
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
As what was mentioned by DCoder at old bug tracker.

Unit harcoded to exit at 11th outline(FoundationOutline.10 since zero based). So if you setup building with custom foundation, you will be able ...
  Topic: Creating a new IFV
Sir Shockwave

Replies: 5
Views: 3643

Post Posted: Mon Oct 15, 2012 7:41 am    Subject:   Creating a new IFV
Subject description: A quick analysis of IFV coding
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
IFV's are complex vehicles to make, and can throw a inexperienced/rookie modder off track. Indeed, as some of the more veteran members appeared to have had some issues, I decided to write a quick tuto ...
  Topic: An another uses of NPatch's AI power plant select system
Linglin

Replies: 4
Views: 2784

Post Posted: Fri Oct 12, 2012 4:57 am    Subject:   An another uses of NPatch's AI power plant select system
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Seem almost nobody knows about this (except MK) so I post it here.
Original thread:
[GDI]
PowerPlant=GAPOWR,GDIPOWR
PowerPlants=GAPOWR,GDIPOWR,GDIPOWRUP,GDIPOWRUP2 (GDIPOWRUP2 is recom ...
  Topic: Advanced Stealth Tank System
MasterHaosis

Replies: 9
Views: 9393

Post Posted: Fri Sep 07, 2012 1:53 pm    Subject:   Advanced Stealth Tank System
Subject description: Tutorial for RA2/YR, very easy, do not get afraid of wall of texts here
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello guys, Very Happy
Its time for MasterHaosis to teach you some of tricks.
Its very easy do not get bored or whatever by this wall of text, this is for explanation purposes.

Well, whoever used stealth ...
  Topic: Restoring Boris' Old Airstrike Flare. [Ares Optional]
Atomic_Noodles

Replies: 16
Views: 6586

Post Posted: Fri Aug 31, 2012 4:39 am    Subject:   Restoring Boris' Old Airstrike Flare. [Ares Optional]
Subject description: I'll point out the Target.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
If you've peeked into the SHP of Boris, you will notice he has a flare gun animation. Supposedly this was going to be used for his Secondary but was dummied out for some reason. This tutorial will res ...
  Topic: [ARES] Twilight Cyborg Commando
Magicknight94

Replies: 2
Views: 2798

Post Posted: Thu Aug 23, 2012 3:16 am    Subject:   [ARES] Twilight Cyborg Commando
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello, I just finish my Cyborg Commando and I want to share it. After you have a .shp infantry and .shp animation, the key is DeathAnims which turn your Cyborg Commando into Hijacker version after it ...
  Topic: Restoring the Giant Squid Pounce
Atomic_Noodles

Replies: 7
Views: 3709

Post Posted: Wed Aug 22, 2012 1:48 pm    Subject:   Restoring the Giant Squid Pounce
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
If you've peeked into the Mixes, you'll notice how the Giant Squid has a pounce shp similar to the Attack Dogs. This is a simple tutorial which will fix it to allow the Giant Squid to have a Pounce Im ...
  Topic: Space Marine Voice [Audio Tutorial]
Atomic_Noodles

Replies: 4
Views: 7287

Post Posted: Thu Jul 19, 2012 9:12 am    Subject:   Space Marine Voice [Audio Tutorial]
Subject description: Via Audacity...
Forum:  Modding Central » Media Hut » Tutorials
So thought i'd try teaching people the trick to making the Space Marine Voice.

1) Record/get a voice. If you will Record a voice make sure to record  a few seconds of "silence".

2 ...
  Topic: [TUT] How to make AI repair bridges
RP

Replies: 2
Views: 6233

Post Posted: Thu Jul 12, 2012 7:33 pm    Subject:   [TUT] How to make AI repair bridges
Subject description: Image heavy
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
In this tutorial I’ll be showing you how to make the AI (during missions) repair bridges that have been destroyed.
First of all, you need a bridge with 2 Bridge Repair Huts:
http://www.ppmsite.com ...
  Topic: Mine Layer weapons [Ares]
Mig Eater

Replies: 16
Views: 14296

Post Posted: Wed May 16, 2012 8:18 pm    Subject:   Mine Layer weapons [Ares]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Quick tut on making mine layers via dummy weapons that spawn immobile "mine" infantry.

This is a system for spawning just one mine at a time, recommended for infantry usage.


***Rule ...
  Topic: [RA2/YR] Creating Cameos from Voxels for Voxel Units
Atomic_Noodles

Replies: 54
Views: 33365

Post Posted: Sat May 12, 2012 6:57 pm    Subject:   [RA2/YR] Creating Cameos from Voxels for Voxel Units
Subject description: Image Heavy...
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Well I guess i'll get started on this tutorial. Cameos is a bit of a double-edged sword. Most often you'll be having to use a bit of your imagination on creating them or touching up cameos. For this t ...
  Topic: Creating a Sequence
Medalmonkey

Replies: 3
Views: 3643

Post Posted: Sun Mar 18, 2012 3:12 am    Subject:   Creating a Sequence
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
This has helped me, so I'm going to save it here.

Infantry Sequences

Infantry Sequences tell the game which frame in an Infantry’s SHP file should be used for what purpose. Each tag has 3 or ...
  Topic: Spotlight with tracking light
SuperJoe

Replies: 30
Views: 16586

Post Posted: Tue Jan 03, 2012 7:20 pm    Subject:   Spotlight with tracking light
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Alright here's the tutorial for the tracking spotlight that was discussed in the research center. I managed to cut some useless stuff from it, e.g. the fake particle system wasn't needed after all. Th ...
  Topic: Propaganda Style Units (Ares or NpatchExt needed..)
maestro21

Replies: 16
Views: 7316

Post Posted: Thu Dec 29, 2011 2:32 pm    Subject:   Propaganda Style Units (Ares or NpatchExt needed..)
Subject description: Like in Generals ZH (only Heals Damage)
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
It is possible to make a good kind of propaganda wave effect Unit ;

important Rules ini. codes :

on unit:

TurretSpins=yes ; good for me :;
CanPassiveAquire=yes
CanRetaliate=yes
Primary=Au ...
  Topic: [RA2\YR] Gates fix
Gangster

Replies: 5
Views: 4324

Post Posted: Sat Oct 01, 2011 4:03 pm    Subject:   [RA2\YR] Gates fix
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Here is a little example how to make Gates to not overlap units. RW using this method.


ART.INI

[GAGATE_A]
Image=GAGATE_A
Remapable=yes
Cameo=GATEICON
Foundation=3x1
Height=2
Buil ...
  Topic: How To Use Ares Without LaunchBase
FurryQueen

Replies: 9
Views: 5742

Post Posted: Thu Sep 15, 2011 1:38 am    Subject:   How To Use Ares Without LaunchBase
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Since nobody seems to know how Ares works unless used in conjunction with LaunchBase, I'm going to explain how to use it since it's incredibly simple and requires absolutely no work on your part.

S ...
 
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