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Some general help or pointers?
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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Tue May 26, 2009 6:27 pm    Post subject:  Some general help or pointers?
Subject description: Nighthawk and chem spray infantry, to be exact.
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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!

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue May 26, 2009 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Tue May 26, 2009 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue May 26, 2009 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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]

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Lt Albrecht
Defense Minister


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

PostPosted: Tue May 26, 2009 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue).

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Tue May 26, 2009 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks you guys, I appreciate the help.

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! Smile

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Lt Albrecht
Defense Minister


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

PostPosted: Tue May 26, 2009 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Tue May 26, 2009 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Meh. I would, if I could. But I'd have to buy it off ebay. I'll look into it thought, thanks.

Also, if I'm trying to make the concrete bunkers buildable for both sides, after getting a barracks; how would I go about doing that?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed May 27, 2009 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
change passengers= to 6


this will only allow him to carry 2 tanks at once, just put the passengers to 20 like i mentioned if ya want to carry more at one time.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Wed May 27, 2009 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

This was my feeble attempt:



Look at the mini-map. O.o Apparently, the AI liked it better than I did... Laughing 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?

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Wed May 27, 2009 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

[CABUNK01]
BuildCat=Combat ; Case sensitive.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Wed May 27, 2009 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

So, add that to it? This will make it buildable, right?

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Wed May 27, 2009 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it will be buildable. Unless if your TechLevel is 11 or -1. It won't be buildable.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Wed May 27, 2009 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Wed May 27, 2009 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Look at the comments. They're made by DeeZire and extracted by MooMan65.

Or ModEnc.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed May 27, 2009 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Hahahahah.

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.

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Wed May 27, 2009 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Hahahahah.

I wonder if you can make it so you can build on rubble. That would make sense... well, to me anyway.


Rubble tile.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Thu May 28, 2009 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, it's not quite working. I went and found the pillbox, because I figured the coding should be similar, so I added some stuff and got this:

Code:
;Concrete Bunker
[CABUNK01]
UIName=Name:CABUNK01
Name=RA2 Concrete Bunker 01
BuildCat=Combat
Prerequisite=NAHAND,GAPILE
TechLevel=1
Strength=2000
Insignificant=yes
Adjacent=3
Nominal=yes
RadarInvisible=yes
Cost=1500
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=yes
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
Primary=AlliedOccupyW
Secondary=SovietOccupyW
LeaveRubble=no


But it's not showing up in the game at all. Also, how would I go about adding the spy satellite to the soviet's sides? =/

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu May 28, 2009 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Prerequisite=NAHAND,GAPILE
PROTIP - Means you need both. Try again, hotshot.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu May 28, 2009 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Give it:

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

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Thu May 28, 2009 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu May 28, 2009 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
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.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Thu May 28, 2009 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Out of curiosity, why did the AI build so freaking many of them?? O.o

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri May 29, 2009 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
MRMIdAS wrote:
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.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri May 29, 2009 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

TechLevel=11 isn't enough?

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Fri May 29, 2009 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri May 29, 2009 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post the code again. Make sure you have a valid tech level for being used and the prerequisite is BARRACKS.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri May 29, 2009 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use the DoubleOwned=yes tag.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat May 30, 2009 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Except that is residual from Red Alert and has no effect.

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Alec13
Vehicle Driver


Joined: 26 May 2009

PostPosted: Sat May 30, 2009 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
;Concrete Bunker
[CABUNK01]
UIName=Name:CABUNK01
Name=RA2 Concrete Bunker 01
BuildCat=Combat
Prerequisite=BARRACKS
TechLevel=1
Strength=2000
Insignificant=yes
Adjacent=3
Nominal=yes
RadarInvisible=yes
Cost=1500
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
Primary=AlliedOccupyW
Secondary=SovietOccupyW
LeaveRubble=yes


There it is...

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat May 30, 2009 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty certain he is modding RA2 not YR, thats probably why all the stuff you guys are telling him aint working.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun May 31, 2009 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
TechLevel=11 isn't enough?


no, he wants to build it too.

PrerequisiteOverride is in RA2 isn't it?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sun May 31, 2009 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is but it's unnecessary.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun May 31, 2009 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Theres no Owner...

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