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  Topic: MadHQ's Graveyard
Mig Eater

Replies: 523
Views: 106141

Post Posted: Yesterday, at 2:48 pm    Subject: MadHQ's Graveyard
Forum:  Modding Central » Media Hut
How is the AI path finding on that map?
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Yesterday, at 2:10 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can already use a UnitDelivery superweapon to make automatically placed tech upgrades.

Its activation in the UI is a bit different though, with the RA3 system you would start the research by c ...
  Topic: Weird happenings after fixing destroyed wood bridge pillar
Mig Eater

Replies: 2
Views: 105

Post Posted: Tue Jul 02, 2019 11:40 am    Subject: Weird happenings after fixing destroyed wood bridge pillar
Forum:  Modding Central » Red Alert 2 Editing Forum
The clipping looks like bad Z-data on the extra image.
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Wed Jun 26, 2019 11:40 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
The effects of the Genetic Converter SW is done by the MakeInfantry logic on the anim used by the warhead attached to the SW. So it would instead be better to add such a tag on the anim with MakeInfan ...
  Topic: Is it possible for units to build structures?
Mig Eater

Replies: 15
Views: 754

Post Posted: Sun Jun 16, 2019 11:07 pm    Subject: Is it possible for units to build structures?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
None of these are a clean solutions

None of these are solutions...

You could use IsBase= to give the Unit in question a Construction Radius, build Building A
and give the Unit a Power Up Ray (l ...
  Topic: A few questions which confuse me
Mig Eater

Replies: 20
Views: 990

Post Posted: Sun Jun 02, 2019 6:24 pm    Subject: A few questions which confuse me
Forum:  Modding Central » Red Alert 2 Editing Forum
The changes made in game modes are loaded when start a match & not when you select the mode in the menu. So it's not possible disable/enable the countries, change their flags or any of the other o ...
  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 450

Post Posted: Thu May 16, 2019 11:09 am    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
[Ice] type terrain is unused in RA2 so it can be used for new custom terrain with special movement. When some types of units pass over ice it will spawn the water wake anime though.
  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 450

Post Posted: Tue May 14, 2019 10:05 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
In the rules under [Rock] change Hover=100% then hover units will be able to move over cliffs. As mentioned above the units will jump up & down the cliffs in an odd manner though & the they ma ...
  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 450

Post Posted: Sat May 11, 2019 7:05 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
I cant remember the exact height but if it's below a specific level it will be considered a ground unit & will be targeted accordingly. The same thing happens in reverse when ground units are para ...
  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 450

Post Posted: Sat May 11, 2019 1:12 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
Jumpjet unit with a low flight level?
  Topic: How does TS aircraft work?
Mig Eater

Replies: 7
Views: 279

Post Posted: Sun May 05, 2019 10:59 pm    Subject: How does TS aircraft work?
Forum:  Modding Central » Red Alert 2 Editing Forum
Built aircraft cant be made to fly in from off screen like in TS. the logic was changed in RA2 & aircraft now require an empty pad to be built.

Even if you remove AirportBound you would need t ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Thu May 02, 2019 7:26 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
My bad, I double checked & I forgot to add Powered=yes to the test building, which enables low power & EMP deactivation. However PoweredBy= still doesn't work which is what I'm mainly interest ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Sat Apr 27, 2019 2:07 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can add any fan made missions under the official ones by just renaming the map files & editing the battle.ini.
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Fri Apr 26, 2019 10:44 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can use the [url=http://ares-developers.github.io/Ares-docs/ui-features/campaignlist.html]Campaign List to make individual missions playable.
  Topic: AllowParallelAIQueues=no and how AI build aircraft.
Mig Eater

Replies: 7
Views: 305

Post Posted: Wed Apr 24, 2019 10:29 am    Subject: AllowParallelAIQueues=no and how AI build aircraft.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Add more AI scripts using differing amounts of aircraft. For the AI in D-day I use different scripts for each difficulty with the amount of aircraft increasing with each level (easy 1, med 2, hard 4). ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Tue Apr 23, 2019 3:45 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Cant remember if I've mentioned this before, but cloning structures currently dont required power to work. So they can't be disabled when a player has low power, by using PoweredBy & they are immu ...
  Topic: Ares 3.0 Development
Mig Eater

Replies: 54
Views: 4708

Post Posted: Tue Apr 23, 2019 3:06 pm    Subject: Ares 3.0 Development
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
WOW lots of great new features Smile I especially look for to using the new refinery docking locations, I'll be able to add a bit of extra variety to the different sides buildings in D-day. Nice to see t ...
  Topic: I got D-Day to work on CnCNet
Mig Eater

Replies: 3
Views: 697

Post Posted: Mon Apr 22, 2019 10:43 pm    Subject: Re: I got D-Day to work on CnCNet
Forum:  Featured Projects » D-Day
Hopefully Mig Eater will use it in an official release later on.

Because of demand I'm planning to use CnCNet in the next release. I haven't really looked into it yet though as I'm concentrating on ...
  Topic: IronCurtain.Flash tag is not working?
Mig Eater

Replies: 4
Views: 419

Post Posted: Mon Apr 22, 2019 2:48 pm    Subject: IronCurtain.Flash tag is not working?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You're using it wrong, IronCurtain.Flash doesn't go on the warhead of the weapon causing the IronCurtain but instead other weapons.

So for example if you add IronCurtain.Flash=no to the Grizzly Ta ...
  Topic: Late edition: Ares 2.0 has been released (long ago)
Mig Eater

Replies: 8
Views: 1124

Post Posted: Sun Apr 21, 2019 10:11 pm    Subject: Late edition: Ares 2.0 has been released (long ago)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Great to see another release, thanks for your continued work.
  Topic: E:BFD Dust Scout Audio
Mig Eater

Replies: 2
Views: 399

Post Posted: Sun Apr 21, 2019 3:27 pm    Subject: E:BFD Dust Scout Audio
Forum:  Modding Central » Media Hut » Sounds
It means "Emperor: Battle for Dune"

BTW you can use [url=https://forum.dune2k.com/files/file/66-bagtoolzip/]this tool to extract the sound files from EBFD if anyone else is interested.
  Topic: How to Build Jumpjet Vehicle from Airfield
Mig Eater

Replies: 8
Views: 406

Post Posted: Sun Apr 21, 2019 10:32 am    Subject: How to Build Jumpjet Vehicle from Airfield
Forum:  Modding Central » Red Alert 2 Editing Forum
Thanks I might use this for D-day.
  Topic: New Construction Options: C&C Remaster Art Preview!
Mig Eater

Replies: 75
Views: 3950

Post Posted: Sat Apr 20, 2019 11:34 pm    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
Is this like resident evil 2 or starcraft 1
AFAIK The same people that helped make the starcraft 1 remake are also helping with this so I'd expect it to be similar.
  Topic: UnitsGainSelfHeal for Aircraft.
Mig Eater

Replies: 2
Views: 177

Post Posted: Fri Apr 19, 2019 1:02 pm    Subject: UnitsGainSelfHeal for Aircraft.
Forum:  Modding Central » Red Alert 2 Editing Forum
Don't airfields slowly repair aircraft anyway?
  Topic: Need help making AA building
Mig Eater

Replies: 5
Views: 200

Post Posted: Thu Apr 18, 2019 7:01 pm    Subject: Need help making AA building
Forum:  Modding Central » Red Alert 2 Editing Forum
The media hut is for posting art work & not code related questions, so topic moved to RA2 editing (You didn't specify what game you are modding though so I can only presume this is for RA2)

Ple ...
  Topic: Blender templates [TD/RA & TS & RA2]
Mig Eater

Replies: 137
Views: 37075

Post Posted: Wed Apr 17, 2019 5:59 pm    Subject: Blender templates [TD/RA & TS & RA2]
Forum:  Modding Central » Media Hut
The only program that uses green for the shadows is XCC Mixer, when it's converting a SHP into individual frames. Everything else uses dark blue for shadows (like the game).

The actual colour doesn ...
  Topic: RA2 Swimable Dogs
Mig Eater

Replies: 22
Views: 1456

Post Posted: Sat Apr 13, 2019 7:59 pm    Subject: RA2 Swimable Dogs
Forum:  Modding Central » Media Hut » SHPs
The Giant Squid's primary weapon uses limbo launch to grab enemy ships.
  Topic: Is it possible for units to build structures?
Mig Eater

Replies: 15
Views: 754

Post Posted: Fri Apr 12, 2019 8:40 pm    Subject: Is it possible for units to build structures?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Not possible.
  Topic: Remappable RA2 Gates
Mig Eater

Replies: 11
Views: 790

Post Posted: Thu Apr 11, 2019 9:18 am    Subject: Remappable RA2 Gates
Forum:  Modding Central » Media Hut » SHPs
Need to fix the shadow on the flipped version.
  Topic: [Ares] RA3 Bullfrog w/ Water image
Mig Eater

Replies: 8
Views: 1014

Post Posted: Wed Apr 10, 2019 9:04 am    Subject: [Ares] RA3 Bullfrog w/ Water image
Forum:  Modding Central » Media Hut » Voxels
It's a recolor of [url=https://ppmforums.com/viewtopic.php?t=22137]DaFool's Bullfrog. Because DaFool publicly released this voxel (& in an incomplete state I might add) then editing & posting ...
  Topic: RA2 demake on TS engine
Mig Eater

Replies: 30
Views: 1050

Post Posted: Tue Apr 09, 2019 6:33 am    Subject: RA2 demake on TS engine
Forum:  Modding Central » Tiberian Sun Editing Forum
Buildable concrete can be done in vanilla RA2 & EMP damage can be done with Ares.
  Topic: Converting things to Command & Conquer from other games
Mig Eater

Replies: 9
Views: 568

Post Posted: Mon Apr 08, 2019 4:24 pm    Subject: Converting things to Command & Conquer from other games
Forum:  Modding Central » Red Alert 2 Editing Forum
The Wolfenstin gfx are so simple that they are pretty easy to recreate in 3D...
  Topic: Theme(md).ini mechanic problem
Mig Eater

Replies: 3
Views: 195

Post Posted: Wed Mar 27, 2019 2:59 am    Subject: Theme(md).ini mechanic problem
Forum:  Modding Central » Red Alert 2 Editing Forum
When using side specific music the order of the songs in the [Themes] list has to be organized relative to the sides listed in the [Sides] list. So the GDI songs have to be listed first & ThirdSid ...
  Topic: AI avoiding Ares' Prerequisite.Negative tag
Mig Eater

Replies: 17
Views: 541

Post Posted: Fri Mar 22, 2019 7:42 pm    Subject: AI avoiding Ares' Prerequisite.Negative tag
Forum:  Modding Central » Red Alert 2 Editing Forum
Wait, are you telling me I can create triggers for the AI to build structures?
No, he is saying you can make the triggers fire when the AI owns a specific structure. Then depending on which of the tw ...
  Topic: AI avoiding Ares' Prerequisite.Negative tag
Mig Eater

Replies: 17
Views: 541

Post Posted: Thu Mar 21, 2019 5:59 pm    Subject: AI avoiding Ares' Prerequisite.Negative tag
Forum:  Modding Central » Red Alert 2 Editing Forum
It's not possible to make the AI randomly chose between the two. The best option is to make the AI only build one of them.
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Sat Mar 16, 2019 1:46 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
As cxtian said you can make the AI use SW spawned units just like any other. You just need to make the trigger gather the units from the AI's unit pool instead of making a new team. I'd recommend givi ...
  Topic: [RA2]Chinese Type15 Light tank
Mig Eater

Replies: 5
Views: 1101

Post Posted: Thu Feb 28, 2019 2:55 pm    Subject: [RA2]Chinese Type15 Light tank
Forum:  Modding Central » Media Hut » Voxels
i like it... what about buggy in first screen ?

It looks like it might be a recolour of the [url=https://ppmforums.com/viewtopic.php?t=16573]M12 Warthog I made over a decade ago.
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 575

Post Posted: Mon Feb 25, 2019 1:37 pm    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
What I do:

Create new tile.
Resize.
Insert 1 cell & then copy an image & the correct Z-data.
Add the rest of the tiles (the first cell will be cloned with the same image & Z-data) &a ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Wed Feb 20, 2019 9:38 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
To make more bridge types work you would also need a new map editor that would let you place them correctly...
  Topic: Tib storage and Refinery anims
Mig Eater

Replies: 2
Views: 194

Post Posted: Wed Feb 20, 2019 9:27 pm    Subject: Tib storage and Refinery anims
Forum:  Modding Central » Red Alert 2 Editing Forum
Ares re-enables [url=http://ares-developers.github.io/Ares-docs/new/tiberium/storage.html]storage logic. You need to use ActiveAnim, ActiveAnimTwo, ActiveAnimThree & ActiveAnimFour for the differe ...
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 575

Post Posted: Wed Feb 20, 2019 9:21 pm    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
Just saving the file isn't enough, you also need to close it & then reopen it for the changes to take effect.
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 575

Post Posted: Wed Feb 20, 2019 12:04 am    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
After closer inspection it seems to flat-out refuse to save the added cells at all, even when adding them 1-by-1 and saving / reopening in between.

Did you resize the tile (right click, bottom opti ...
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 575

Post Posted: Mon Feb 18, 2019 10:12 pm    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
If you add an extra image to a tile that didn't have one before you need to save the file & reopen it before changes the X/Y settings are kept. The bug that G-E mentioned can also be "fixed&q ...
  Topic: XCC TMP Editor Palette Issue
Mig Eater

Replies: 3
Views: 464

Post Posted: Fri Feb 15, 2019 12:27 pm    Subject: XCC TMP Editor Palette Issue
Forum:  Modding Central » Tiberian Sun Editing Forum
TMP Editor reads the pal files from the cache.mix file. So You can change them to whatever you want (after making a backup) to make the program automatically load the new pal files.
  Topic: PCX cameos not appearing
Mig Eater

Replies: 5
Views: 222

Post Posted: Fri Feb 08, 2019 11:41 pm    Subject: PCX cameos not appearing
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You have to put the file extension too BTW so; CameoPCX=UNITICON.PCX etc
  Topic: Ideas & suggestions
Mig Eater

Replies: 670
Views: 55996

Post Posted: Sun Feb 03, 2019 6:46 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
AFAIK Alex wont work on any more vehicle image changing/switching, it would exponentially complicate things to much.
  Topic: About Animation Damage
Mig Eater

Replies: 5
Views: 226

Post Posted: Sat Jan 26, 2019 10:27 am    Subject: About Animation Damage
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You need to add Damage= to the animation.
  Topic: About superweapons
Mig Eater

Replies: 5
Views: 292

Post Posted: Thu Jan 17, 2019 10:19 pm    Subject: About superweapons
Forum:  Modding Central » Red Alert 2 Editing Forum
The only way is making multiple clones of the buildings & their superweapons, then use Ares Prerequisite.Negative= to switch between them.
  Topic: v3.7 Bugs
Mig Eater

Replies: 11
Views: 14217

Post Posted: Tue Jan 15, 2019 8:46 am    Subject: v3.7 Bugs
Forum:  Featured Projects » D-Day
I've never heard of this issue before but it does sound like Windows rendering problem.

I suggest trying the [url=https://github.com/CnCNet/cnc-ddraw/releases]ddraw dill if you aren't already. It c ...
  Topic: Issues with black dots on my new voxel
Mig Eater

Replies: 10
Views: 593

Post Posted: Tue Jan 15, 2019 8:32 am    Subject: Issues with black dots on my new voxel
Forum:  Modding Central » Media Hut
There are gaps in the voxels surface, so when rendered ingame you can see through the unit & to the voxels on to the other side, which are a lot darker thus the "black dots".
 
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