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Adding units directly onto a map in FA2?
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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun May 29, 2005 11:56 pm    Post subject:  Adding units directly onto a map in FA2? Reply with quote  Mark this post and the followings unread

I have a big question that if not solved would destroy an integral part of my mod Star Strike.
-see picture-
How would I put units onto that list so they could be put onto maps? I need that for the many many new units for Star Strike campaign/Alien Campaign.
I DO NOT MEAN THE INI EDITING THING.



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How would I put new units onto this list?
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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon May 30, 2005 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

add em to the .ini's. thats the only way it can be done,except by opening the map in a TXT editor and making another unit(eg: WINI ) into another unit,but you still have to use the graphics pre-contained in the game. Neutral

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon May 30, 2005 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Sighs. Ok...

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon May 30, 2005 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

If your ini files are located in the RA2 directory, it should detect them fine.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon May 30, 2005 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok I will test that... Now. It WORKS! Thanks

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue May 31, 2005 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Off topic here, but (Plz don't laugh and say NOOB) I've been dieing to ask this. How do U make maps, using Final Alert, with pre-built structers and units off of mods?

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IN-GAME NAME: MAKINTOKE

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Sun Jun 05, 2005 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

put the ecache##.mix, the rules.ini and the art.ini in your RA2 folder and start FA

(thats the way in TS but i dunno if it works in RA2)

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Jun 05, 2005 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

What if the mod uses the XCC launcher?

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jun 05, 2005 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

XCC Launchers unpacks the mod when launched.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue Jun 07, 2005 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I know. Ohh! K, while game is running, I'll copy the files into Final Alert 2. Or is there another way?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Jun 07, 2005 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Just leave the .ini's and echaches and expands whatever in your RA2 folder.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Tue Jun 07, 2005 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Wait! If the Mod Launcher has the compression active, then the files wont work. The voxels and shps will be unknown by the game and editor. The inis won't be readable by the game and wont work well in notepad.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Jun 09, 2005 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn. Well, I try anyways. Will I damage FA2 or some other program if I attemp?

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IN-GAME NAME: MAKINTOKE

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 10, 2005 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't know.

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