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Mod Units in final alert
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MrMash
Vehicle Driver


Joined: 18 Dec 2007

PostPosted: Tue Dec 18, 2007 5:11 am    Post subject:  Mod Units in final alert Reply with quote  Mark this post and the followings unread

Does anyone know if its possible to add my mod units to the lists of units on final alert 2.
Can I put my mod structures on final fantasy aswell?
Or do i have to add them in manually after ive made the map?
Is ini editor the only way of editing current units?
Can I use ini editor to add new units?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 18, 2007 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

1. If you have added your modded units to your mod, they should be in FA2 too...
2. Ehmm, dunno... This is a C&C modding forum, not FF Wink
3. If you want them to be on the map when you start the game, the answer is yes.
4. Ofcourse not! Use manual editers, like NotePad or WordPad, or even Word if you like. But please don't use TibEd or SunEdit2K Rolling Eyes
5. See the answer above...

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MrMash
Vehicle Driver


Joined: 18 Dec 2007

PostPosted: Tue Dec 18, 2007 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

thnks

but i have added my units to my mod and they still dont appear on final alert.
any ideas

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Dec 18, 2007 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you edited the art.ini for each of the added units?

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MrMash
Vehicle Driver


Joined: 18 Dec 2007

PostPosted: Tue Dec 18, 2007 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Dec 18, 2007 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you mean the images do not show up in final alert or the name does not show up? I remeber when I started modding, I didn't learn about expandmdXX.mix yet, so everytime I added a unit I put it into a copy of one of the original .mix (local, conquer etc etc). Once I switched over thought, they (the images that is) showed up in final alert.

This may sound like a dumb question and I don't mean to insult, but did you code them into the rules.ini and the art.ini or did u just put them into a .mix file? Do your units show up in normmal maps?

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MrMash
Vehicle Driver


Joined: 18 Dec 2007

PostPosted: Tue Dec 18, 2007 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

i just used notepad and the rules .ini to create my own modded units.
they work when i play yuris revenge but they dont show up when i open the map with final alert.
im hoping to have them on final alert so i can place them on the map so they are there when i start.
I dont know anything about axpandXX.mix ill look into it.
I use xccmixer for my .mix files
whats the significance of expandXX.mix

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Dec 18, 2007 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you actually added them to the list of unit types?
did you see if the game actually lets you build these units?
did you add proper owners?
are you sure this is FA2 and not FS?

to answer each of your questions in order
Does anyone know if its possible to add my mod units to the lists of units on final alert 2. yes read above
Can I put my mod structures on final fantasy aswell? if you are asking for adding strucures on only final alert and not using ini files is a no, if you added them to ini rules and then final alert 2 then yes
Or do i have to add them in manually after ive made the map? you cant get more manually then making an entire map yourself... but i think the proper answer is no...
Is ini editor the only way of editing current units? heck no, this is where i best come in because i dont deal with cameos!!! just add the units code name like what you read in ini rules [WEEDGUY] just type in ini rules area in edit "WEEDGUY" without quotes.
Can I use ini editor to add new units? if you are using a program not sure, but with the actual files using notepad then yes.

i doubt i help but i tried :p

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Don
Disk Thrower


Joined: 16 Aug 2007
Location: India

PostPosted: Tue Dec 18, 2007 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Show us your unit codes

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MrMash
Vehicle Driver


Joined: 18 Dec 2007

PostPosted: Wed Dec 19, 2007 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im refering to the ini editor on FA2
Do I need to add the unit codes to rules.ini even if i only want them on one map?

here are some of the unit codes im trying to get on FA2
the desotank works on YR but not FA2
the others im still trying to get to work
any help appreciated

Destank:
[MTNK]
UIName=Desot
Name=Desotank
Category=AFV
Image=MTNK
TargetLaser=yes
Primary=RadBeamWeapon
Secondary=RadEruptionWeapon
Prerequisite=CAAIRP,GAWEAP
Strength=99999
Explodes=yes
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=10
Sight=8
Speed=6
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
Cost=2000
Soylent=1750
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=DesolatorSelect
VoiceMove=DesolatorMove
VoiceAttack=DesolatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=DesolatorMove
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=RadBeamWeaponE
BuildTimeMultiplier=0.5

[MTNK]
Voxel=yes
Remapable=yes
Cameo=MTNKICON
AltCameo=MTNKUICO
PrimaryFireFLH=100,-25,135



Deschopper:
[SCHD]
UIName=SCHD
Name=Deschopper
Image=SCHD
Prerequisite=CAAIRP,GAWEAP
Primary=RadBeamWeapon
Secondary=RadEruptionWeapon
Stregth=99999
Category=AirPower
JumpJet=yes
Armor=heavy
TechLevel=10
Sight=15
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30
JumpjetClimb=10
JumpjetCrash=40
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
Cost=1500
Soylent=1100
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=DesolatorSelect
VoiceMove=DesolatorMove
VoiceAttack=DesolatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=DesolatorMove
VoiceSecondaryWeaponAttack=SeigeChopperAttackLand
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff
;AuxSound2=BlackOpsLanding
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=RadBeamWeaponE
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no
SpeedType=Hover
MoveSound=SeigeChopperMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no
IsSimpleDeployer=yes
UnloadingClass=SCHD
DeployingAnim=SCHPDEPL
DeployFire=yes
Turret=yes
DeployToLand=yes
IsSelectableCombatant=yes

[SCHD] ; Soviet Siege Chopper
Cameo=SCHPICON
Voxel=yes
UseBuffer=yes
Remapable=yes
PrimaryFireFLH=100,-25,135
SecondaryFireFLH=200,0,250

Land Aircraft Carrier:
[FV]
UIName=FV
Name=LandAircraft Carrier
Image=FV
Prerequisite=CAAIRP,GAWEAP
Primary=HornetLauncher
Spawns=HORNET
SpawnsNumber=10
SpawnRegenRate=600
SpawnReloadRate=50
FireAngle=32
ToProtect=yes
Category=Support
Strength=99999
Armor=heavy
TechLevel=5
Sight=10
Speed=20
Weight=1
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=900
Points=25
ROT=5
Crusher=yes
Passengers=12
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AircraftCarrierSelect
VoiceMove=AircraftCarrierMove
VoiceAttack=AircraftCarrierAttackCommand
DieSound=GenVehicleDie
MoveSound=LandingCraftMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
CrushSound=TankCrush
MaxDebris=3
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=FloatBeach
MovementZone=WaterBeach
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
Size=50

[FV]
Cameo=FVICON
AltCameo=FVUICO
Voxel=yes
Remapable=yes
PrimaryFireFLH=240,0,20



Chaos Monkey
[JOSH]
UIName=Name:MONKEY
Name=Animal Monkey
Category=Soldier
Strength=1500
Insignificant=no
Category=AFV
Prerequisite=GAPILE
Primary=ChaosAttack
Secondary=VirtualScanner
SuppressionThreshold=5
ReselectIfLimboed=yes
DefaultToGuardArea=yes
Armor=light
TechLevel=4
Turret=no
IsTilter=no
CrateGoodie=no
Sight=6
Speed=8
Owner=YuriCountry
Cost=1000
Soylent=1000
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ChimpSelect
VoiceMove=ChimpMove
VoiceAttack=ChimpAttackCommand
VoiceFeedback=ChimpFear
VoiceSpecialAttack=ChimpMove
DieSound=ChimpDie
AmbientSound=ChimpAmbient
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Destroyer
ThreatPosed=25
Weight=.5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=yes
Trainable=no
Explodes=yes
AccelerationFactor=5
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=no
Size=2
Accelerates=false
BerserkFriendly=yes
SprayAttack=yes
Deployer=yes
DeployFire=yes
Bunkerable=no
BuildTimeMultiplier=1.1

[JOSH]
Sequence=AnimalSequence
Crawls=no
Remapable=no
FireUp=5

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MrMash
Vehicle Driver


Joined: 18 Dec 2007

PostPosted: Thu Dec 20, 2007 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

After reading few more tutorials have changed my codes to this and still they dont work

I did everything:
added them to the unit list in rules.ini
Added the unit codes
Edited the art ini. to suit my units
Added cameos to ecache01.mix
And Inserted String Using Stredit
wtf

Destank:
[DESOT]
UIName=Desot
Name=Desotank
Category=AFV
Image=MTNK
TargetLaser=yes
Primary=RadBeamWeapon
Secondary=RadEruptionWeapon
Prerequisite=CAAIRP,GAWEAP
Strength=10000
Immune=yes
Explodes=yes
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=10
Sight=8
Speed=6
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
Cost=2000
Soylent=1750
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=DesolatorSelect
VoiceMove=DesolatorMove
VoiceAttack=DesolatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=DesolatorMove
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=RadBeamWeaponE
BuildTimeMultiplier=0.5




Deschopper;
[DESCH]
UIName=DESCH
Name=Deschopper
Prerequisite=CAAIRP,GAWEAP
Primary=RadBeamWeapon
Secondary=RadEruptionWeapon
Stregth=99999
Category=AirPower
JumpJet=yes
Armor=heavy
TechLevel=10
Sight=15
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30
JumpjetClimb=10
JumpjetCrash=40
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
Cost=1500
Soylent=1100
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=DesolatorSelect
VoiceMove=DesolatorMove
VoiceAttack=DesolatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=DesolatorMove
VoiceSecondaryWeaponAttack=SeigeChopperAttackLand
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff
;AuxSound2=BlackOpsLanding
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=RadBeamWeaponE
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no
SpeedType=Hover
MoveSound=SeigeChopperMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no
IsSimpleDeployer=yes
UnloadingClass=SCHD
DeployingAnim=SCHPDEPL
DeployFire=yes
Turret=yes
DeployToLand=yes
IsSelectableCombatant=yes


Land Aircraft Carrier;
[LAC]
UIName=LAC
Name=LandAircraft Carrier
Prerequisite=CAAIRP,GAWEAP
Primary=HornetLauncher
Spawns=HORNET
SpawnsNumber=10
SpawnRegenRate=600
SpawnReloadRate=50
FireAngle=32
ToProtect=yes
Category=Support
Strength=99999
Armor=heavy
TechLevel=5
Sight=10
Speed=20
Weight=1
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=900
Points=25
ROT=5
Crusher=yes
Passengers=12
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AircraftCarrierSelect
VoiceMove=AircraftCarrierMove
VoiceAttack=AircraftCarrierAttackCommand
DieSound=GenVehicleDie
MoveSound=LandingCraftMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
CrushSound=TankCrush
MaxDebris=3
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=FloatBeach
MovementZone=WaterBeach
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
Size=50


Chaos Monkey;
[CHMO]
UIName=Name:CHMO
Name=Chaos Monkey
Category=Soldier
Prerequisite=GAPILE
Strength=200
Armor=none
TechLevel=-1
Crushable=no
Insignificant=no
Primary=ChaosAttack
Secondary=VirtualScanner
Sight=2
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=10
Soylent=2000
Points=1
Nominal=yes
Pip=yellow
IsSelectableCombatant=yes
VoiceSelect=ChimpSelect
VoiceMove=ChimpMove
VoiceAttack=ChimpAttackCommand
VoiceFeedback=ChimpFear
VoiceSpecialAttack=ChimpMove
DieSound=ChimpDie
AmbientSound=ChimpAmbient
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
Deployer=yes
DeployFire=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=2 ; This value MUST be 0 for all building addons
Size=2
IFVMode=12
Trainable=no
BuildTimeMultiplier=1.1

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Thu Dec 20, 2007 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you put them in your RA2/YR directory or in mix files I had them just loose in my directory and once I put them in mix files their Images appeared in FA2 fine except HVAs were wrong

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Dec 20, 2007 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

infantry do not need turrents.... you have alot of codes that are not needed or even useful.

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