Posted: Tue May 26, 2009 6:27 pm Post subject:
Some general help or pointers?
Subject description: Nighthawk and chem spray infantry, to be exact.
Hi everyone, I'm new to modding RA2, but I've been playing for about 4 years now. I downloaded TibEd 1.7 today, and I'm trying to change a couple things, but not much is working the way I want it to. I have no programming experience, so this is a big step, but I'm generally good with comps.
Anyways, I have two problems: I've always wished Nighthawks could carry tanks, so I changed one of its properties from carryall=no to yes, and I started the game to test it. Well, not much to my surprise, it didn't work. =/
My second problem was this: I saw something called Chem Spray Infantry in the unit list, and thought "Oh, that's cool. Let's try it." So I changed it, made it buildable, etc. I figured out why it was invisible in the game(>.<), fixed that, and tried again. Well, it showed up this time, but no luck on getting it to fire. I force targeted one of my own guys, and the target line became a move line, and he just walked up beside him. His weapons are supposed to be "NukeCarrier"(primary) and "V3Cluster"(secondary).
I'll admit, I don't understand much of anything about that, and I'm a noob to modding, but I'd greatly appreciate any help y'all could give. Thanks y'all! QUICK_EDIT
um, change the size limit to SizeLimit=15 and then change the passengers amount to Passengers=20 you should be able to carry about 5 tanks depending on thier size. Keep the Carryall=yes tag in there too.
As for the your infantry guy, um I dont think NukeCarrier will work, use a more logical weapon fit for an infantry person. I just dont think yer gonna get the little guy to fire a huge frickin nuke missile. I'm surprised you didnt get a IE Error with that one. QUICK_EDIT
Well, I figured NukeCarrier was weird, but.. that was the weapon that was set as default for him. Is there any list of the weapons and what they do? And how difficult is it to make a custom infantry unit, like a flamethrower guy? Would I need to make my own custom weapon? QUICK_EDIT
oh crap, im sorry, didnt realize you said you were using the chem spray dude, hes a placeholder for the multispecial, do not use him or change his stats or else your nuke special will not work.
Quote:
; Hack to make MultiMissile work! Don't change data!
[WEEDGUY]
Alec, First things first.
Ditch tibed. Get yourself XCC mixer (google it), then open up ra2.mix, then inside there local.mix and right click and extract "rules.ini" and "art.ini".
If you want the nighthawk to carry tanks first of all open rules.ini find it's section, hit "Ctrl F" and type in [shad], this'll take you to its section.
change passengers= to 6 (nice and even, not REALLY necessary, but less messy), then find "sizelimit=" and change it to: 3 if you want it to carry grizzlies, v3s, flaktracks etc or 6 if you want it to carry ANYTHING, (all units from a GI to an MCV, but not at once ). _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Another question: how would I go about creating a new unit, weapon, etc? Or is there already a good tutorial for that? For instance: I want to add a missile infantry unit(like in Generals) and a flamethrower infantry unit. I've seen a "Guardian G.I." on some people's screenshots, but idk if that's a YR unit, or if they made it themselves. Thanks for the help again! QUICK_EDIT
The guardian GI is a YR unit. Seriously, get YR. Not only does it come with ready-made extra graphics but it also has a whole load of extra logics you can use. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Look at the mini-map. O.o Apparently, the AI liked it better than I did... So I took it off. But I want to get it into the defense tab, and also, after I built one, the build cue kept flashing, and had one not started on hold. Any ideas why? QUICK_EDIT
Thanks. Just seems so simple. I asked earlier, but is there any way to learn what all the fields mean? The ones that aren't completely obvious? QUICK_EDIT
Clone the Bunker and removes LeaveRubble so you can still give the AI build room. I wonder if you can make it so you can build on rubble. That would make sense... well, to me anyway. QUICK_EDIT
Prerequisite=YACOMD,YAROCK ;Neither of these are buildable, but are used in campaign, to stop AI building it, 2 unbuildables are used, as they never appear on the same campaign map.
and
PrerequisiteOverride=NAHAND,GAPILE ;needs either of these to override previous unbuildable buildings _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
D'oh. That would make sense. >.< Thanks for pointing out the painfully obvious.
And thanks Mrmidas Last edited by Alec13 on Thu May 28, 2009 9:38 pm; edited 1 time in total QUICK_EDIT
Prerequisite=YACOMD,YAROCK ;Neither of these are buildable, but are used in campaign, to stop AI building it, 2 unbuildables are used, as they never appear on the same campaign map.
or you could... you know... use AIBuildThis=no.
Quote:
PrerequisiteOverride=NAHAND,GAPILE ;needs either of these to override previous unbuildable buildings
Overrides generally come with the wonderful NCO bug so I suggest generics instead. QUICK_EDIT
Prerequisite=YACOMD,YAROCK ;Neither of these are buildable, but are used in campaign, to stop AI building it, 2 unbuildables are used, as they never appear on the same campaign map.
or you could... you know... use AIBuildThis=no.
yeah, but you want it to build it once it has one of the 2 barracks, the 2 unbuildables is to stop anyone building it when they shouldn't in campaign. QUICK_EDIT
I used the pre-requisite 'BARRACKS', and it's still not showing up. Should I just copy/paste it twice, and make a soviet version and allied version? QUICK_EDIT
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