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  Topic: AI vs Harvester mixed with AI vs Vehicles
E1 Elite

Replies: 17
Views: 193

Post Posted: Fri Oct 19, 2018 6:41 pm    Subject: AI vs Harvester mixed with AI vs Vehicles
Forum:  Modding Central » Red Alert 2 Editing Forum
There is nothing wrong, the game is programmed that way with the AI scripts.

Suicide=no was only for cases when your vehicles attacks the AI units, those will retaliate. It doesn't mean that those ...
  Topic: Multiple Triggers are executed simultaneously
E1 Elite

Replies: 4
Views: 77

Post Posted: Fri Oct 19, 2018 9:12 am    Subject: Multiple Triggers are executed simultaneously
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
You can have multiple triggers that are triggered simultaneously. Look at [url=https://www.modenc.renegadeprojects.com/Triggers]ModEnc for trigger format for TS/RA2/YR, there is a LINKED_TRIGGER field ...
  Topic: AI vs Harvester mixed with AI vs Vehicles
E1 Elite

Replies: 17
Views: 193

Post Posted: Fri Oct 19, 2018 6:18 am    Subject: AI vs Harvester mixed with AI vs Vehicles
Forum:  Modding Central » Red Alert 2 Editing Forum
Harvesters are vehicles and the game gives more importance to harvesters when picking targets while executing 0,1 or 0,5 script actions.

As ApolloTD said, set Suicide=no in its TeamType so that the ...
  Topic: Comupter doesn't use some mod units
E1 Elite

Replies: 7
Views: 159

Post Posted: Wed Oct 17, 2018 9:52 am    Subject: Comupter doesn't use some mod units
Forum:  Modding Central » Red Alert 2 Editing Forum
By using AIBuildThis=yes on a building, AI will typically build one instance of that building. AI also uses Build* category under [AI] section, only the first building for a side from that list is bui ...
  Topic: Chemical Missile
E1 Elite

Replies: 4
Views: 267

Post Posted: Thu Oct 11, 2018 12:18 pm    Subject: Chemical Missile
Forum:  Modding Central » Tiberian Sun Editing Forum
I also felt the same about chemmissile and have been using Cluster=5 from very early days of modding.
  Topic: AI Editor for RA2 and TS
E1 Elite

Replies: 143
Views: 34424

Post Posted: Wed Oct 10, 2018 8:18 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
Source code is shared and it can be compared with the github code and anyone can compile it themselves. There is no threat.

Edit: Just tested with latest MalwareBytes v3.6.1.2711. All the AIEdit fi ...
  Topic: AI Editor for RA2 and TS
E1 Elite

Replies: 143
Views: 34424

Post Posted: Wed Oct 10, 2018 12:27 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
My understanding is, if you have duplicate BehavesLike in a section, game will use the one that comes last. It won't add up the effects. And it is just logged as a duplicate, it doesn't touch/modify r ...
  Topic: Trigger Duplicates appearing in AIEditor
E1 Elite

Replies: 14
Views: 317

Post Posted: Wed Oct 10, 2018 12:23 pm    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
Those hex IDs need not be translated, those just have to be unique. You can use alphabets/numbers/hyphen/underscore etc., even like [ICH-08ABCXYZ-AI], just don't make it too long. An AITrigger can hav ...
  Topic: Trigger Duplicates appearing in AIEditor
E1 Elite

Replies: 14
Views: 317

Post Posted: Wed Oct 10, 2018 7:05 am    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
Another bug seems to be that if you open a new rules/ai after loading the first, it will throw a gazillion errors
This is fixed in AIEdit v2.0.3.7.
  Topic: AI Editor for RA2 and TS
E1 Elite

Replies: 143
Views: 34424

Post Posted: Wed Oct 10, 2018 7:02 am    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
Update version 2.0.3.7

Changes:
- Fixed additional number of duplicate messages on reloading INI files.

Attaching the updated version and the source code changes over the v2.0.3.
  Topic: Map renderer for Red Alert 2 & Tiberian Sun
E1 Elite

Replies: 2
Views: 293

Post Posted: Wed Oct 10, 2018 6:37 am    Subject: Map renderer for Red Alert 2 & Tiberian Sun
Forum:  Featured Tools » Community Tools
Recently I posted a build from the latest source code [url=https://ppmforums.com/viewtopic.php?p=573230#573230]here.

It is simple to make previews, steps:
- Unpack that map renderer to some folder ...
  Topic: Trigger Duplicates appearing in AIEditor
E1 Elite

Replies: 14
Views: 317

Post Posted: Wed Oct 10, 2018 4:20 am    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
@Ich-Henker: If you rename all your trigger and team names, it will only change the Name field, not the ID for that section/trigger. ID and Name are not the same, so it won't affect your duplicate pro ...
  Topic: Trigger Duplicates appearing in AIEditor
E1 Elite

Replies: 14
Views: 317

Post Posted: Tue Oct 09, 2018 6:06 pm    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
It wasn't declared as a teamtype, [AIEdit] section was not in any list, your old AICLEAN5 script did that when it found it as an orphan section and added it to TeamTypes list, that is where the proble ...
  Topic: AI Editor for RA2 and TS
E1 Elite

Replies: 143
Views: 34424

Post Posted: Tue Oct 09, 2018 5:57 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
I just did a build from my Win10 installation and also restored Win7 from backup and checked with it, there is no change in the exe file except for timestamp etc. differences. So, there is nothing wro ...
  Topic: Trigger Duplicates appearing in AIEditor
E1 Elite

Replies: 14
Views: 317

Post Posted: Tue Oct 09, 2018 1:13 pm    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
AIEditor updated [url=https://ppmforums.com/viewtopic.php?p=573514#573514]version released (v2.0.3.6) which doesn't use [AIEdit] section for ID generation. It now treats AIEdit section like any other ...
  Topic: AI Editor for RA2 and TS
E1 Elite

Replies: 143
Views: 34424

Post Posted: Tue Oct 09, 2018 12:55 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
Update version 2.0.3.6

Changes:
- Added AI Guide for offline reference.
- Removed the usage of Attaching the updated version and the source code changes over the v2.0.3.
Edit: Removed v2.0.3.6 a ...
  Topic: Ideas & suggestions
E1 Elite

Replies: 509
Views: 36829

Post Posted: Mon Oct 08, 2018 1:04 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
TechLevel=-1 units are not created by AI. I did update [url=https://www.modenc.renegadeprojects.com/TechLevel]ModEnc myself, the lines below the table.

Could try setting [GlobalControls] -> Allo ...
  Topic: Trigger Duplicates appearing in AIEditor
E1 Elite

Replies: 14
Views: 317

Post Posted: Mon Oct 08, 2018 1:01 pm    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
Hope you are using latest AIEditor v2.0.3.5, which was released because of your case. What was needed was to remove AIEdit from TeamTypes list and then use the AIEditor. That last version was coded to ...
  Topic: Question about editing my AI
E1 Elite

Replies: 11
Views: 412

Post Posted: Sun Sep 30, 2018 4:34 pm    Subject: Question about editing my AI
Forum:  Modding Central » Tiberian Sun Editing Forum
In the above case, one helipad is for production which can't be used for reload by the AI. The remaining are for reload but cannot produce. So both are functionng in different ways.

If the aircraft ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
E1 Elite

Replies: 57
Views: 16782

Post Posted: Sun Sep 30, 2018 4:32 pm    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
Did a build with the latest (v2.3.1.0/2017-08-06) [url=https://github.com/zzattack/ccmaps-net]source code at Github. Attaching it.
  Topic: Question about editing my AI
E1 Elite

Replies: 11
Views: 412

Post Posted: Sat Sep 29, 2018 9:58 am    Subject: Question about editing my AI
Forum:  Modding Central » Tiberian Sun Editing Forum
Just checked, without Helipad=yes, the AI aircrafts are not able to dock back to the pad.

So like LKO mentioned, remove the Factory=AircraftType from the regular helipad, this will be for unit rel ...
  Topic: AI not using chrono APC
E1 Elite

Replies: 15
Views: 380

Post Posted: Thu Sep 27, 2018 6:58 pm    Subject: AI not using chrono APC
Forum:  Modding Central » Red Alert 2 Editing Forum
crash that I get when ever I move my unit ??
There is no dig animation in default RA2/YR (TS has). Add that anim and its entry.

[AudioVisual]
Dig=DIG             &nb ...
  Topic: How do I add a new tile?
E1 Elite

Replies: 9
Views: 371

Post Posted: Thu Sep 27, 2018 9:36 am    Subject: How do I add a new tile?
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
You can export/save image from an existing tile. Then use tools like photoshop and use selection features in it.
  Topic: AI not using chrono APC
E1 Elite

Replies: 15
Views: 380

Post Posted: Thu Sep 27, 2018 6:52 am    Subject: AI not using chrono APC
Forum:  Modding Central » Red Alert 2 Editing Forum
Prerequisite=NAEWEP ?
  Topic: How do I add a new tile?
E1 Elite

Replies: 9
Views: 371

Post Posted: Thu Sep 27, 2018 6:49 am    Subject: How do I add a new tile?
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
Terrain types table - https://ppmforums.com/viewtopic.php?p=526762
Mainly it determines the charectistics of the subtile (and for a cell on which it is placed) and helps in pathfinding.

Ramp types ...
  Topic: Info on bridge overlay types
E1 Elite

Replies: 5
Views: 155

Post Posted: Wed Sep 26, 2018 3:38 pm    Subject: Info on bridge overlay types
Forum:  Modding Central » Red Alert 2 Editing Forum
Either use it as train bridge or high wood bridge, not for both. Vacated indices 59, 60 means it could be used for other generic overlays like rocks, not for bridge (though I have only tested for brid ...
  Topic: Info on bridge overlay types
E1 Elite

Replies: 5
Views: 155

Post Posted: Wed Sep 26, 2018 10:24 am    Subject:   Info on bridge overlay types
Forum:  Modding Central » Red Alert 2 Editing Forum
In OverlayTypes list, high bridges are the big concrete bridge in the air TS/RA2 (index 24, 25), railbridge in TS (index 59, 60) and high wood bridge RA2 (index 237, 238). These bridge pieces are in t ...
  Topic: How do I add a new tile?
E1 Elite

Replies: 9
Views: 371

Post Posted: Wed Sep 26, 2018 7:15 am    Subject: How do I add a new tile?
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
You use XCC [url=https://ppmforums.com/viewtopic.php?t=18810]TMP Editor 1.05 to make tiles, then add it to terrain INI like temperat(md).ini. [url=https://ppmforums.com/viewtopic.php?t=33732]TMP Shop ...
  Topic: Question about editing my AI
E1 Elite

Replies: 11
Views: 412

Post Posted: Wed Sep 26, 2018 6:57 am    Subject: Question about editing my AI
Forum:  Modding Central » Tiberian Sun Editing Forum
Thanks LKO, found out now. Either the entry in BuildHelipad or Helipad=yes makes the game to clone helipads. If the entry in BuildHelipad is removed and Helipad=yes is also removed, then cloning doesn ...
  Topic: Assistance needed with unit-to-unit promotions
E1 Elite

Replies: 4
Views: 178

Post Posted: Sun Sep 23, 2018 7:21 am    Subject: Assistance needed with unit-to-unit promotions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
1. What I understand is Promote.VeteranExperience=1.0 on SNIPE will promote SNIPE1 from veteran to elite. Promote.VeteranExperience=0.0 will keep it veteran and Promote.VeteranExperience=-1.0 will mak ...
  Topic: Question about editing my AI
E1 Elite

Replies: 11
Views: 412

Post Posted: Sat Sep 22, 2018 6:19 pm    Subject: Question about editing my AI
Forum:  Modding Central » Tiberian Sun Editing Forum
Factory cloning bug, can't avoid it. Only respite is that easy dificulty will produce less pads than hard. Can check if some number of aircrafts already exist and stop the AITrigger from triggering fu ...
  Topic: AI not using chrono APC
E1 Elite

Replies: 15
Views: 380

Post Posted: Sat Sep 22, 2018 6:12 pm    Subject: AI not using chrono APC
Forum:  Modding Central » Red Alert 2 Editing Forum
Taskforce rearrangement was to queue the vehicle first and the Recruiter=no was generic suggestion.

Teleporting locomotor is not a problem, it works. IFV are supposed to be used with 1 passenger. T ...
  Topic: AI not using chrono APC
E1 Elite

Replies: 15
Views: 380

Post Posted: Thu Sep 20, 2018 5:35 pm    Subject: AI not using chrono APC
Forum:  Modding Central » Red Alert 2 Editing Forum
Try:

[0CE3754C-G]
Name=SUCIDE TEAM 1
0=1,IFV5
1=13,ROCKET
2=2,TANY
Group=-1

And I suppose [/u]Name=IFV5 - [/u] are just done during post here and not in actual code.

And in AI, it ...
  Topic: Creating a broken but fixable bridge
E1 Elite

Replies: 16
Views: 7720

Post Posted: Tue Sep 18, 2018 5:07 pm    Subject: Creating a broken but fixable bridge
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
In OverlayTypes list, the high bridges use two indices with the same art. Big bridge in air TS/RA2 (index 24, 25), railbridge in TS (index 59, 60) and high wood bridge RA2 (index 237, 238). The art fo ...
  Topic: SHP Builder and mouse.sha
E1 Elite

Replies: 3
Views: 168

Post Posted: Tue Sep 18, 2018 12:43 pm    Subject: SHP Builder and mouse.sha
Forum:  Modding Central » Red Alert 2 Editing Forum
SHP Builder -> Options -> loading & saving -> Compression 1 only.

After doing mouse, revert back to auto for other SHPs.
  Topic: Anyone have tips to fix broken bridge-cliffs on maps?
E1 Elite

Replies: 12
Views: 306

Post Posted: Mon Sep 17, 2018 11:28 am    Subject: Anyone have tips to fix broken bridge-cliffs on maps?
Forum:  Modding Central » Red Alert 2 Editing Forum
Bridge end tile should have the damaged art flag set, so that game will use ovrps01.tem for non-damaged bridge section tile and ovrps01a.tem for damaged tile for the same bridge section.

Edit: Remo ...
  Topic: How to properly make custom gates in TS (Using Sunedit 2k)
E1 Elite

Replies: 15
Views: 548

Post Posted: Mon Sep 17, 2018 8:57 am    Subject: How to properly make custom gates in TS (Using Sunedit 2k)
Forum:  Modding Central » Tiberian Sun Editing Forum
Is your new faction barracks named as CUSTOM? If it is not, then correct it in PrerequisiteBarracks line.
  Topic: Anyone have tips to fix broken bridge-cliffs on maps?
E1 Elite

Replies: 12
Views: 306

Post Posted: Mon Sep 17, 2018 8:53 am    Subject: Anyone have tips to fix broken bridge-cliffs on maps?
Forum:  Modding Central » Red Alert 2 Editing Forum
So, you have fixed the problem in the tiles. Can't make out much on the tiles from the map provided, as the bridges are of different direction using different bridge end tiles and your mod ecache08.mi ...
  Topic: Anyone have tips to fix broken bridge-cliffs on maps?
E1 Elite

Replies: 12
Views: 306

Post Posted: Sun Sep 16, 2018 7:36 pm    Subject: Anyone have tips to fix broken bridge-cliffs on maps?
Forum:  Modding Central » Red Alert 2 Editing Forum
@G-E: If you can share maps, one with undamaged and the other with damaged bridge with minimum change, I could check it out. Small map with minimum change is preferable.

That ice growth info is use ...
  Topic: How to properly make custom gates in TS (Using Sunedit 2k)
E1 Elite

Replies: 15
Views: 548

Post Posted: Sun Sep 16, 2018 9:23 am    Subject: How to properly make custom gates in TS (Using Sunedit 2k)
Forum:  Modding Central » Tiberian Sun Editing Forum
If you are adding the code to the map then for the first line, use like

[General]
PrerequisiteBarracks=NAHAND,GAPILE,3rdSideBarracks

And make sure that there is no duplicate [General] s ...
  Topic: Corrupted VXL?
E1 Elite

Replies: 9
Views: 239

Post Posted: Sun Sep 16, 2018 6:36 am    Subject: Corrupted VXL?
Forum:  Modding Central » Red Alert 2 Editing Forum
Transform matrix contains the scale(size) and animation info for a single frame of animation for a section. The diagonal 1s in the 3x3 are the scale for 3 dimensions. By changing those 1s to say 0.7 i ...
  Topic: Corrupted VXL?
E1 Elite

Replies: 9
Views: 239

Post Posted: Sun Sep 16, 2018 6:02 am    Subject: Corrupted VXL?
Forum:  Modding Central » Red Alert 2 Editing Forum
It is better to choose the right size when converting with 3ds2vxl. Play with other parameters as well in 3ds2vxl.

To make it look smaller through VXLSE/HVABuilder, you have rely on transform matri ...
  Topic: How to properly make custom gates in TS (Using Sunedit 2k)
E1 Elite

Replies: 15
Views: 548

Post Posted: Sun Sep 16, 2018 4:13 am    Subject: How to properly make custom gates in TS (Using Sunedit 2k)
Forum:  Modding Central » Tiberian Sun Editing Forum
Replace with your the 3rd side/house names:

PrerequisiteBarracks=NAHAND,GAPILE,3rdSideBarracks

[GAGATE_A]
Prerequisite=BARRACKS
Owner=GDI,3rdHouseName

[GAGATE_B]
Prerequisi ...
  Topic: Corrupted VXL?
E1 Elite

Replies: 9
Views: 239

Post Posted: Sat Sep 15, 2018 6:38 pm    Subject: Corrupted VXL?
Forum:  Modding Central » Red Alert 2 Editing Forum
Open in VXLSE, go to section -> voxel header and set the normal's mode to RA2. Currently it is set to 0, it is 4 for RA2.
  Topic: Exception - Divide by Zero
E1 Elite

Replies: 4
Views: 311

Post Posted: Sun Sep 09, 2018 5:22 pm    Subject: Exception - Divide by Zero
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Remove the last few BLDCNSTU entries under units FFO to FFZ. Those aren't used in DTA anymore, that too not in SP map.

[Units]
...
FFO=..
FFP=...
..
FFZ=...
  Topic: CnCNet5 + Syringe won't work??
E1 Elite

Replies: 20
Views: 992

Post Posted: Thu Sep 06, 2018 10:20 am    Subject: CnCNet5 + Syringe won't work??
Forum:  Modding Central » Red Alert 2 Editing Forum
This is working for me:

ClientDefinitions.ini:
ExtraCommandLineParams= "gamemd.exe" -cd -log

syringe.log:
[10:40:05] WinMain: arguments = ""gamemd.exe" -cd -log -SPAWN ...
  Topic: CnCNet5 + Syringe won't work??
E1 Elite

Replies: 20
Views: 992

Post Posted: Thu Sep 06, 2018 9:15 am    Subject: CnCNet5 + Syringe won't work??
Forum:  Modding Central » Red Alert 2 Editing Forum
May I ask why the spawner code is not part of Ares (the source code was in github 4 years ago), why there is a need for 2 different DLL to hook on to gamemd.exe? Was it already tried or thought off?
  Topic: CnCNet5 + Syringe won't work??
E1 Elite

Replies: 20
Views: 992

Post Posted: Thu Sep 06, 2018 6:49 am    Subject: CnCNet5 + Syringe won't work??
Forum:  Modding Central » Red Alert 2 Editing Forum
Try running with fresh YR, no modding. Your IE EIP = 0x00615840 isn't there in ModEnc.

On the commandline parameter, the launcher seems to be adding -SPAWN, so it works for me with small case -spaw ...
  Topic: CnCNet5 + Syringe won't work??
E1 Elite

Replies: 20
Views: 992

Post Posted: Wed Sep 05, 2018 2:48 pm    Subject: CnCNet5 + Syringe won't work??
Forum:  Modding Central » Red Alert 2 Editing Forum
Maybe it's the cncnet5 DLL from the post above?
That DLL works fine for skirmish.
  Topic: CnCNet5 + Syringe won't work??
E1 Elite

Replies: 20
Views: 992

Post Posted: Wed Sep 05, 2018 7:41 am    Subject: CnCNet5 + Syringe won't work??
Forum:  Modding Central » Red Alert 2 Editing Forum
The log says it found YR 1.000, Ares needs YR 1.001.
 
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