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Adding a Helicopter
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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sun Dec 02, 2007 7:14 pm    Post subject:  Adding a Helicopter
Subject description: General Noob troubles in making a mod
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I need help! Alright, I've followed some tutorials on how to add units to Red Alert 2 and already have voxels ready to be put into the game, but there's problems I have....

A. No one told me how to add voxels to the game files for the new vehicle

B. I also need to know how I can have the vehicle fire its primary and secondary weapons at the same time.. if possible. (Machine gun + Hover Missiles)

C. All I edited was the Art.ini file and the Rules.ini file and I don't really care if the AI uses my units or not. I'm wondering if I may have missed anything?

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Sun Dec 02, 2007 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

It can't fire Primary and Secondary on the same target. Thats all i know! Smile

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sun Dec 02, 2007 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

So how do I get it to fire the primary weapon at ground targets and the secondary at air targets, then?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Dec 02, 2007 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You obviously have not looked at the tutorials forum.

A: http://www.ppmsite.com/forum/viewtopic.php?t=4037


B:
Primary=Vulcan3
Secondary=HoverMissle (Or whatever the heck it's called)
However, they can't be fired at the same time.


C: You need to edit rules.ini and art.ini, that's correct, the name in the '[]' must be the file name of the voxel / SHP it's self. So if the voxel's file-name was TUT for example, it'd be [TUT] above the rules.ini and art.ini entries.

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Sun Dec 02, 2007 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's maybe more, but give the primary weapon a projectile with AG=yes and the secondary projectile an AA=yes

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sun Dec 02, 2007 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I've already set that up, and also I have looked at the tutorials page. Sadly, I could only find voxels for download. Thanks for the tutorial ref.

Also, I have TibEd 1.64 so I know a bit of how to mod RA2 already Wink But TibEd is editing and you can't very well add your own unit to the game.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Dec 02, 2007 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also, I have TibEd 1.64


NEVER! And I repeat, NEVER! Use TibEd... It's useless. Do it manually. Wink

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sun Dec 02, 2007 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, I just use so I can easily edit units. It's handy like that but as I said, only good for editing. Anyway, this tutorial you pointed me to is very confusing @_@ What with all the xxxTUR.VXL and xxxBARL.VXL

Quote:

2)put these two files (could be 4 or 6, depending on if you have xxxTUR.VXL and xxxBARL.VXL and their corresponding HVA files) either in the game directory, or put them in an expandyy.mix file. yy can be any number from 02 to 99, don't use 01, it's used for people that have Firestorm expansion installed. To make a new mix file, run XCC Mix Editor and create a new one, then click on insert and insert all the voxel and hva files you want to be read by the game. You can also drag them from your Explorer window to the Mix Editor window. Then Compact and Save the mix file, and just close the window.


For this step, I just stick my voxel and hva into the expandyy.mix (expandmd.mix for YR)? Or can I leave them where they are in the RA2 directory? It seems a bit indecisive as to where these files go...

EDIT: Here's my code from Artmd.ini..

Quote:

[BHAWK] ; BlackHawk transport
Cameo=BLACKICON
AltCameo=BLACKUICO
Voxel=yes
UseBuffer=yes
DisableVoxelCache=yes ; SJM: this is a major cache hog
DisableShadowCache=yes ; SJM: this too
Remapable=yes
TurretOffset=50
PrimaryFireFLH=175,0,10
ShadowIndex=2 ;order of voxels got changed


So basically, since the tutorial seems too wishy-washy to me, where is the BHAWK.vxl and BHAWK.hva to be called from? I already have a cameo in the making so there's no need to worry about that aspect.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Dec 02, 2007 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

xxxTUR.VXL and xxxBARL.VXL are used for most tanks. xxx being the file name, TUR being turret, and BARL being Barrell.

Add your Voxel and HVA file to an expandmdxx.mix if you're using it for yuri's revenge. Be sure you've added the codes in rulesmd.ini and artmd.ini, too. I don't see anything wrong with your art code. What've you typed in, in the rulesmd.ini?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Dec 03, 2007 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Th easiest way to add a unit is to copy an existing unit and edit it to your liking.

If you're looking to add the voxel to the game, you need the XCC utilities.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Mon Dec 03, 2007 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'm using a handy Voxel from Holy_Master (kudos) but this is a helicopter, so do I need a roter voxel or something to keep the helicopter roters spinning in flight? And here are my rules... (Copied from the NightHawk Transport)

Quote:


; Black Hawk
[BHAWK]
UIName=Name:BHAWK
Name=BlackHawk Helicopter
;Prerequisite=GAHPAD
Prerequisite=GAWEAP
Primary=BlackHawkCannon ; Making a custom weapon for it soon, copied from another weapon.
Strength=175
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=7
Speed=14
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no


P.S. I did make a mod to make the rocketeers land and having them wield the SEAL's MP5. Twas much fun, it was.

EDIT: Alright, the unit shows up in the game now, but there's no voxel! ARGH!! It's some invisible thing that randomly holds seven people... wait... what? Anyway, I did put the voxel and HVA into the expandmd file (03 for me). Should it be in the expandmd or should it be in one of the subfiles in there?

EDIT 2: Nevermind, all issues resolved save for weapon troubles. It seems the thing can't fire and I don't know why... Also, the name went missing... But as for the voxels working, they're all functional.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Dec 03, 2007 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

[quote="the1corrupted"]

Quote:


EDIT 2: Nevermind, all issues resolved save for weapon troubles. It seems the thing can't fire and I don't know why... Also, the name went missing... But as for the voxels working, they're all functional.


1. Don't use tibed even for editing because it randomly places bits of code in your inis and its messy i.e. IE, bugs and what not

2. DeployToLand=yes
BalloonHover=yes

Result: Your helicopter never lands but helicopter blades continue to spin

3. OmniFire=yes

Make a clone of HoverMissile and Vulcan3 and add that tag.

Note: Look at warheads to work out how a helicopter can shoot at men using MG whilst use rockets only against armoured threats.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Dec 03, 2007 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Technically you can't have both weapons fire at the same time, but there is a work around for it as long as you don't care that both weapons have the same speed as the Vulcan3 or whatever you use for a Primary. I'll tell you in about 45 min.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Mon Dec 03, 2007 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's fine. I modified the Vulcan3 (random NOD Cyborg weapon) to be suited for the helicopter. Right now, I'm working on a Humvee and having it call in an airstrike of F22 Raptors. I think I've got it right, but I haven't tested it yet. Also, thanks for the tip on the warhead differentials Smile I'll add missiles so it can destroy armor.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Dec 03, 2007 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread


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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Dec 04, 2007 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, new situation. I have the humvee registered in the game, I put the voxels and hva's in the new place, it's there and it shoots but there's no image!

Rules.ini
Quote:
[HUMMER]
UIName=Name:HUMMER
Name=Allied Humvee
Image=HUMMER
Prerequisite=GAWEAP
Primary=50cal
Strength=300
Category=AFV
Armor=light
Turret=yes
Passengers=5
Crewed=yes
Crusher=no
TooBigToFitUnderBridge=true
TechLevel=1
PipScale=Passengers
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
Maxdebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=4
OpportunityFire=yes
ElitePrimary=50cal
BuildTimeMultiplier=.5;Individual control of build time


Art.ini
Quote:

[HUMMER] ; Humvee
Voxel=yes
Remapable=yes
Cameo=HUMVEEICON
AltCameo=HUMVEEUICO
PrimaryFireFLH=150,0,100


Yes, there is a turret on top of it.

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darknessvolt
Rocket Cyborg


Joined: 24 Oct 2007
Location: Yuri's Island!

PostPosted: Tue Dec 04, 2007 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Entire post removed because it has nothing to do with this, and is also complete rubbish - Tratos

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Dec 04, 2007 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

u really talk useless shit which is nothing to do with the topic and heli miners are useless as they can't auto dock and must hop between cells to collect ore.

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Last edited by Allied General on Tue Dec 04, 2007 6:02 pm; edited 1 time in total

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Dec 04, 2007 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

TiberiumStock=yes my ass. Well, not literally.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Dec 04, 2007 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

the1corrupted wrote:
Okay, new situation. I have the humvee registered in the game, I put the voxels and hva's in the new place, it's there and it shoots but there's no image!

Rules.ini
Quote:
[HUMMER]
UIName=Name:HUMMER
Name=Allied Humvee
Image=HUMMER
Prerequisite=GAWEAP
Primary=50cal
Strength=300
Category=AFV
Armor=light
Turret=yes
Passengers=5
Crewed=yes
Crusher=no
TooBigToFitUnderBridge=true
TechLevel=1
PipScale=Passengers
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
Maxdebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=4
OpportunityFire=yes
ElitePrimary=50cal
BuildTimeMultiplier=.5;Individual control of build time


Art.ini
Quote:

[HUMMER] ; Humvee
Voxel=yes
Remapable=yes
Cameo=HUMVEEICON
AltCameo=HUMVEEUICO
PrimaryFireFLH=150,0,100


Yes, there is a turret on top of it.


note for testing purposes all .vxl files should be placed in a expandmxx file where xx is a number from 02-99 (1 is used by game engine in patch) along with .hva

u also need YR patched to 1.01 for the game engine to read such a file.

of course when releasing a mod for general public use it is best to use xcc mod creator to create a .exe launcher file for your mod.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Dec 04, 2007 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nevermind, I got the thing working by deleting old ecachexx.mix files and replacing it with one ecache file that is my mod. Now I just need to get the warheads working for my helicopter and the F22s to be called for an air strike.

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