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Parabombs with napalm particle effect
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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Sep 16, 2007 12:03 pm    Post subject:  Parabombs with napalm particle effect Reply with quote  Mark this post and the followings unread

Well lets get to the point, I'm not very good at writing tutorials so ill explain as much as needed and simply paste in a working code that i have tested found to work.

As an added bonus Ill show you how to add a napalm looking effect to it.

First go to :
[InfantryTypes]  ;and at the bottom add
XX=PBOMB  ;(XX being the number to come after the last number in the  existing list)

and then go to  bottom of list:
[Animations]
XX=NAPALM


and now code it:

Code:

; The code
[PBOMB]
Name=Parabomb
Image=PBOMB
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes ; will attack on it's own.
CanRetaliate=yes ; self explanitory
Crushable=no
Insignificant=yes
AttackFriendlies=yes
Sensors=yes ; should i look for cloaked units ?
SensorsSight=255 ; big range
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes ; yep..
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=50
Armor=special_2 ; gets the special treatment i see.
TechLevel=-1 ; dont want to enable construction do we ?
Sight=8
Speed=0
DeathAnims=TWLT100I ; give it a big explosion
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes ; duh
Selectable=no ; you could change this..but i dont recomend it.
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes ; not treated as normal infantry basically
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=GenVehicleDie
TypeImmune=yes


;weapons, projectile, and warheads used or modified.

Code:
; weapon/death weapon
[KillMe]
Projectile=InvisibleAll
Damage=100
Warhead=ApocAP ; something hefty :P, you could simply make your own
Anim=TWLT100I
Range=255
ROF=10
Suicide=yes
FireInTransport=no

; instant attack apon landing weapon
[Parabomb]
ROF=15
Damage=300; I don't recommend going too high now..this is pushing it
Range=255
Projectile=DropP
Speed=100
Warhead=FireWH
OmniFire=yes ; attack without turning
Suicide=yes
RevealOnFire=no
Anim=CTDAM_A ; dummy commonly used


; a non picky invisible projectile
[DropP]
Inviso=yes
Image=none
AA=no
AG=yes
AN=yes
AS=yes


STOP HERE!! go to [Warheads] section and add XX=FireWH or you will get an internal error.
Code:

;warhead
[FireWH] ; just a copy of [Fire] but different
CellSpread=4.5
PercentAtMax=.10
Wood=yes
Verses=600%,500%,200%,75%,55%,60%,150%,50%,30%,100%,100%
InfDeath=4
Sparky=no
Fire=no
AnimList=NAPALM ; invisible animation with particle attached, remove this if you don't want particles
ProneDamage=100%


For the below FireCloud and FireCloud2 go to [Particles] section and do:

[Particles]
xx=FireCloud ; after last entry
xx=FireCloud2

Code:

[FireCloud]
Image=FIRE01
MaxDC=10
MaxEC=50;1000
Damage=10
Warhead=Fire
StartFrame=0;28
EndStateAI=20
;Translucency=50
WindEffect=0
BehavesLike=Gas; funny looking fire..but =Fire didnt work for me.
StateAIAdvance=4
NextParticle=FireCloud2

[FireCloud2]
Image=FIRE02
MaxDC=5
MaxEC=30;50
Damage=5
Warhead=Fire
StartFrame=0;12
EndStateAI=20
;Translucency=50
WindEffect=0
BehavesLike=Gas; funny looking fire..but =Fire didnt work for me.
StateAIAdvance=4
DeleteOnStateLimit=yes


And now for the ART(MD).ini entries
Code:

[PBOMB]
WalkFrames=8
Facings=1
StartWalkFrame=0
FiringFrames=8
StartFiringFrame=0
UseBuffer=yes
DisableShadowCache=yes

; has no actual image but spawns particle with a fire image ;p
[NAPALM]
Normalized=yes
Layer=ground
SpawnsParticle=FireCloud ;the particle weapon.
NumParticles=8 ; not too many


Finally...
Ill use the American Paradrop Special as an example here.

go to [General] and find and change to  AmerParaDropInf=PBOMB

and then go to AmerParaDropNum=5 ; pick a number..any number but try to keep it sane


There you have it folks.


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI #Art.INI 

Last edited by Tony on Thu Dec 03, 2009 9:35 pm; edited 3 times in total

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Sun Sep 16, 2007 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice....
But would be nice to have a TS napalm strike which has some cool animation to use... Razz

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Sep 16, 2007 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't know where to begin there..TS ain't my thing.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sat May 31, 2008 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Smile yea,cool but its there another way to make it,i mean i dont wanna get rid of the AmericanParaDrop Sad ....like a totally new ParaDrop Smile

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Hello There
Grenadier


Joined: 30 May 2008

PostPosted: Sun Jun 01, 2008 5:25 am    Post subject: Re: Parabombs with napalm particle effect Reply with quote  Mark this post and the followings unread

Tony wrote:

[PBOMB]
Image=PBOMB


Hello. I have an off topic question. If you have the same name in art and in your rules, why would you have to put an image?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jun 01, 2008 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

If you don't, the game does the same thing when reading the ini anyway.

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Jun 01, 2008 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dny wrote:
Smile yea,cool but its there another way to make it,i mean i dont wanna get rid of the AmericanParaDrop Sad ....like a totally new ParaDrop Smile


use rock patch and make a para drop clone.

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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Sat Dec 13, 2008 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

but where find paradrop bomb???

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Dec 14, 2008 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Welcome to PPM, sunbinyuan.

Would you be referring to the image, or the code?

If you mean code, read up, its the first code there.

If you mean image, then I'm not too sure of where.
Look around, there may be a public asset parabomb...

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kgb123
My Rank Will Never Change


Joined: 29 Sep 2008

PostPosted: Sun Dec 14, 2008 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Ass-kickige



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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Sun Dec 21, 2008 9:37 pm    Post subject: Re: Parabombs with napalm particle effect Reply with quote  Mark this post and the followings unread

Tony wrote:
Well lets get to the point, I'm not very good at writing tutorials so ill explain as much as needed and simply paste in a working code that i have tested found to work.

As an added bonus Ill show you how to add a napalm looking effect to it.

First go to :
[InfantryTypes] ;and at the bottom add
XX=PBOMB ;(XX being the number to come after the last number in the existing list)

and then go to bottom of list:
[Animations]
XX=NAPALM


and now code it:

Code:

; The code
[PBOMB]
Name=Parabomb
Image=PBOMB
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes ; will attack on it's own.
CanRetaliate=yes ; self explanitory
Crushable=no
Insignificant=yes
Sensors=yes ; should i look for cloaked units ?
SensorsSight=255 ; big range
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes ; yep..
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=50
Armor=special_2 ; gets the special treatment i see.
TechLevel=-1 ; dont want to enable construction do we ?
Sight=8
Speed=0
DeathAnims=TWLT100I ; give it a big explosion
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes ; duh
Selectable=no ; you could change this..but i dont recomend it.
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes ; not treated as normal infantry basically
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=GenVehicleDie
TypeImmune=yes




Yes but where i put code ???

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Dec 21, 2008 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

:facepalm.jpg:

rulesmd.ini

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Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Mon Dec 22, 2008 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

kgb123 wrote:
Ass-kickige


Let me guess, you placed Parachuted=yes in the aircraft's projectile huh?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Dec 22, 2008 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

No javier. Just no... You didn't read the thread did you? Of course not...

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Dec 22, 2008 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

can I smack him?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Dec 22, 2008 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Be my guest.

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Mon Dec 22, 2008 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

kgb123 wrote:
Ass-kickige


A problem, that comes with this, is that all of enemy's hidden units (subs...) will be exposed. And if you're playing with Short Game off, and your enemy's got kirovs or helicopters in the air, the bombs will just land and stay there.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Dec 22, 2008 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Javier wrote:
kgb123 wrote:
Ass-kickige


Let me guess, you placed Parachuted=yes in the aircraft's projectile huh?


*ahem*

No, he made the aircraft fire infantry (that look like parabombs) like the normal paradrop planes.
Then he made the parabombs kill themselves on impact (really large range weapon, that has Suicide=yes), and with their deathweapon do major damage and spawn fireparticles via new particle systems.

I'm sure you knew all that though. Can you please put it with your Hex editing?
Cuz Javier patch will b sooo cool for moders Very Happy

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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Sat Dec 27, 2008 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

who can give me the rulesmd.ini +parabomb code plz !

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Dec 28, 2008 12:21 am    Post subject: Reply with quote  Mark this post and the followings unread

*sigh*

Extract it yourself with XCC Mixer.

1. Open up XCC Mixer
2. Search (Ctrl F) for "rulesmd.ini"
3. Rightclick-extract to Ra2 directory.

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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Sun Dec 28, 2008 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

MT wrote:
*sigh*

Extract it yourself with XCC Mixer.

1. Open up XCC Mixer
2. Search (Ctrl F) for "rulesmd.ini"
3. Rightclick-extract to Ra2 directory.
plz
yeah i know how but i wan the rulesmd.ini with parabombs code

Last edited by sunbinyuan on Sun Dec 28, 2008 3:14 am; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Dec 28, 2008 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

You must add it yourself, you can't get others to do the work for you.

Besides, rulesmd.ini is the easiest form of modding in Ra2YR,
if you can't even handle the rules, then you don't have much of a future for modding...

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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Sun Dec 28, 2008 3:18 am    Post subject: Reply with quote  Mark this post and the followings unread

MT wrote:
You must add it yourself, you can't get others to do the work for you.

Besides, rulesmd.ini is the easiest form of modding in Ra2YR,
if you can't even handle the rules, then you don't have much of a future for modding...

yes but where put the code in rulesmd.ini;
EX:[PBOMB]
Name=Parabomb
Image=PBOMB
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes ; will attack on it's own.
CanRetaliate=yes ; self explanitory
Crushable=no
Insignificant=yes
Sensors=yes ; should i look for cloaked units ?
SensorsSight=255 ; big range
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes ; yep..
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=50
Armor=special_2 ; gets the special treatment i see.
TechLevel=-1 ; dont want to enable construction do we ?
Sight=8
Speed=0
DeathAnims=TWLT100I ; give it a big explosion
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes ; duh
Selectable=no ; you could change this..but i dont recomend it.
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes ; not treated as normal infantry basically
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=GenVehicleDie
TypeImmune=yes

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Dec 28, 2008 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's an infantry, you put that in the INFANTRY section and then add its name to the bottom of the INFANTRY list. Rolling Eyes

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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Sun Dec 28, 2008 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

[FireCloud]
Image=FIRE01;60
MaxDC=10
MaxEC=50;1000
Damage=10
Warhead=Fire
StartFrame=0;28
EndStateAI=20
;Translucency=50
WindEffect=0
BehavesLike=Gas; funny looking fire..but =Fire didnt work for me.
StateAIAdvance=4
NextParticle=FireCloud2

[FireCloud2]
Image=Fire02
MaxDC=5
MaxEC=30;50
Damage=5
Warhead=Fire
StartFrame=0;12
EndStateAI=20
;Translucency=50
WindEffect=0
BehavesLike=Gas; funny looking fire..but =Fire didnt work for me.
StateAIAdvance=4
DeleteOnStateLimit=yes

and this ?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Dec 28, 2008 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is the 'find' option in one of the menues. I forget which, but it will only take a few seconds to find Smile .

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Dec 28, 2008 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
There is the 'find' option in one of the menues. I forget which, but it will only take a few seconds to find Smile .

Find tool is Ctrl F

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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Wed Dec 31, 2008 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

but how put damage for parabomb ?
and i can't plzy with artmd.ini because my CP bug
Quote:
And now for the ART(MD).ini entries
Code:

[PBOMB]
WalkFrames=8
Facings=1
StartWalkFrame=0
FiringFrames=8
StartFiringFrame=0
UseBuffer=yes
DisableShadowCache=yes

; has no actual image but spawns particle with a fire image ;p
[NAPALM]
Normalized=yes
Layer=ground
SpawnsParticle=FireCloud ;the particle weapon.
NumParticles=8 ; not too many

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Lava2007
Vehicle Driver


Joined: 13 Sep 2006

PostPosted: Sat May 02, 2009 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quick Question:

Must i put this in my original Rules.INI file (RA2) or can i make it in my map file? (Map Specific)

In case of confustion: This is for map-specific not for entire game ... i just want this to be avaliable on my map / map-specific in general.

Also does this affect any GLOBAL Variables?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat May 02, 2009 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blueguard wrote:
kgb123 wrote:
Ass-kickige


A problem, that comes with this, is that all of enemy's hidden units (subs...) will be exposed. And if you're playing with Short Game off, and your enemy's got kirovs or helicopters in the air, the bombs will just land and stay there.


If you don't want your bomb to reveal submarines and cloaked units then Sensors=no on [PBOMB] which the original poster had said in his Sensors=yes ; should i look for cloaked units ? (note that anything after ; on a line is unread by the game engine, these are comments to aid modding)

[KillMe] weapon should use Projectile=InvisibleAll and Range should be a high value like 255 (not -2 because that is special case for spawner weapons) [PBOMB] should have AttackFriendlies=yes

The effect is

- The unit when it "lands" will consider friendly units and airborne targets as threats, thus killing the unit and detonating the "payload" i.e. DeathWeapon= praticially 99.9% of the time.


You can obtain parabomb art here if you a making a mod which uses artmd.ini art

http://www.ppmsite.com/forum/viewtopic.php?t=22386

Lava2007 wrote:
Quick Question:

Must i put this in my original Rules.INI file (RA2) or can i make it in my map file? (Map Specific)

In case of confustion: This is for map-specific not for entire game ... i just want this to be avaliable on my map / map-specific in general.

Also does this affect any GLOBAL Variables?


You can use this in a map but

1. It needs to replace the paradrop infantry e.g. [ParadropSpecial] or [AmericanParaDropSpecial]

i.e.

[General]
AmerParaDropInf=E1
AmerParaDropNum=8
AllyParaDropInf=E1
AllyParaDropNum=6
SovParaDropInf=E2
SovParaDropNum=9
YuriParaDropInf=INIT ;YR
YuriParaDropNum=6 ;YR

2. You cannot add new art/artmd.ini entries to a map file. There is a way to add the napalm effect but I would explain it another day.

3. The tags SpawnsParticle= NumParticles= are only used in YR (virus death animation spawning poison clouds)

4. Also at moment it will be a invisible bomb on a parchute so if for map consider using Image=CTECH or any infantry art where the unit can fire a weapon.

Finally a simple tip to upload loads of ini changes to a map instead of individually inserting tags

1. Copy all the tags and revelant [] sections into notepad.

2. Click File - Save As - Save As Type - All Files. Save the file as something like mapchanges.ini (the .ini is important) - you have created a ini file

3. Use Ini Editor, insert another ini content feature



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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun May 03, 2009 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

DO NOT USE FA To INI edit a map always open it up in wordpad or equivalent

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun May 03, 2009 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah well if FA2 didn't compress everything I think more people would use notepad to edit maps.

I only use notepad for a map for adding certain script/actions

Also if you actually read you just transferring ini settings.

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon May 04, 2009 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

well i have never had a good experience with its ini editor. besides you can always open it and save it again to restore compression #Tongue

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sunbinyuan
Vehicle Driver


Joined: 13 Dec 2008

PostPosted: Wed Jun 17, 2009 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

How again, i think now parabomb is work Smile

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Dec 03, 2009 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Finally added Allied General's corrections to the tutorial. Thanks AG.

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*Omega*
Vehicle Driver


Joined: 27 Oct 2009

PostPosted: Thu Dec 03, 2009 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if it matters or not, but your art codes differ from one another.

[FireCloud]
Image=FIRE01;60 <----- this one all caps for FIRE01

[FireCloud2]
Image=Fire02 <----- this one is not

does it make a difference if it's like this?

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Dec 03, 2009 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it should be caps.

fixed above.

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