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My units are not appearing?
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hotrods20
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Joined: 27 Jul 2009

PostPosted: Sun Nov 01, 2009 4:29 pm    Post subject:  My units are not appearing? Reply with quote  Mark this post and the followings unread

Okay ive started making me unit RRR Sniper and he wont work i checked the code and everything could some one give it a look and see if there is something i missed.

Quote:

;RRR Sniper
[RRRSNIPER]
UIName=Name:RRRSNIPER
Name=RRR Sniper
Category=Soldier
Primary=AWP
;CanPassiveAquire=no ; Won't try to pick up own targets
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=125
Pip=red
Armor=none
TechLevel=1
Sight=8
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=600
Soylent=300
Points=10
IsSelectableCombatant=yes
VoiceSelect=SniperSelect
VoiceMove=SniperMove
VoiceAttack=SniperAttackCommand
VoiceFeedback=SniperFear
VoiceSpecialAttack=SniperMove
DieSound=SniperDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=yes
ElitePrimary=AWPE
PreventAttackMove=no
IFVMode=5
UseOwnName=true

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Nov 01, 2009 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Take off his Invisible suit #Silly

you have to add him to the infantry list and also make an art.ini entry as well.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sun Nov 01, 2009 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didn't work. Its as if the game reads the RulesMD.ini and skips over it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 01, 2009 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you sure you have an SHP named rrrsniper.shp in one of your ecache*.mix files?

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Sun Nov 01, 2009 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

What i'm trying to say is my rulesMD.ini seems to skip data or something.

Problems might be:
1.First Decade might be protected.
2.Yuri's Revenge Hates me

and im using the Sniper SHP for now until i get more progress done.

EDIT:Could some one try adding it to there RulesMD.ini and try it out. Thank you in advance.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Nov 01, 2009 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post your TechnoTypes list for the appropriate entry.

Then your Art.

It will only "skip" stuff in rules.ini that is either A) not declared or B) Not done correctly eg misspelling.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Nov 01, 2009 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

try adding Image=SNIPE to your code.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Nov 01, 2009 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhh this might be his own shp and ecache. Thus he wouldn't need to put Image=anything for it.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Nov 01, 2009 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote
and im using the Sniper SHP for now until i get more progress done.

So why wouldnt he Wink

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sun Nov 01, 2009 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea update nothing new nothing working. Is there any fail safes i have to mess around with because this happend when i used Vista.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Mon Nov 02, 2009 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

did you mess with the original SNIPE codes? cause theres no reason why it shouldnt work with Image=SNIPE

make sure you added it to the infantry list

[InfantryTypes]
xx=RRRSNIPER

and add the Image=SNIPE to your code

and make sure your Rulesmd.ini is in your directory and not on your desktop or something

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Nov 02, 2009 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

All of those are checked on my list of crap to make sure of and not 1 has helped at all. :^(

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Nov 02, 2009 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Something no one has asked yet: Can you build it but it's invisible (you just see the health bar) or is it not available in the sidebar?

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Nov 02, 2009 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Its not availible in the side bar.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 02, 2009 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

show your InfantryTypes list.

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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Mon Nov 02, 2009 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

1-Copy the [SNIPE] and just change the name to [SNIPER],as the name RRR might not be supported.

2-if your infantry type list has over the maximum (100 i think),then it wont work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 02, 2009 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

both false. If you don't have a clue, don't answer. Wink

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon Nov 02, 2009 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, dont listen to SuperIdiot949, both hes anwser are false. Are you trying to spread false info sharmota?

about your second point. They will work but AI will become nuts!

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Nov 02, 2009 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperMario949 wrote:
1-Copy the [SNIPE] and just change the name to [SNIPER],as the name RRR might not be supported.

2-if your infantry type list has over the maximum (100 i think),then it wont work.

hahahahahahahahahah.... AHAHAHAHAHAHAHAHAHAHAAAAAAAAAA!

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Nov 02, 2009 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got it fixed i downloaded a new RulesMD.ini and entered my data again but a problem with a mini reactor im using shows up its build doesnt work at all.

Could some 1 check this i am using a ecache**.mix tried ecacheMD**.mix so heres my code im using.

Quote:

;Mini Nuke
[MNUKE]
Normalized=yes
Remapable=yes
Cameo=MREACICON
Foundation=2x2
Height=3
Buildup=NGMREACMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NGMREAC_A
ActiveAnimDamaged=NGMREAC
ActiveAnimZAdjust=-5
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-12,30
ActiveAnimPoweredSpecial=true
ActiveAnimPowered=false


EDIT: in the art.ini

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Nov 03, 2009 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have the stuff listed in Animations? If you don't it should just show a wrong palleted build-0up and no building.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Nov 03, 2009 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL? Only animations need to be on anims list, not buildups or the building itself.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Nov 03, 2009 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I meant building active anims???

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Nov 03, 2009 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

But that wouldnt mean the building wouldnt show, just not the anims...

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Nov 03, 2009 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
Could some 1 check this i am using a ecache**.mix tried ecacheMD**.mix so heres my code im using.

ecache**.mix is for RA2
ecacheMD**.mix is for YR

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Nov 03, 2009 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

When the ztype will people learn that ecachestring.mix works for BOTH games? Jesus ztyping Christ.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Nov 03, 2009 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay i tried Ecachestring.mix didnt work and maybe some ingame pics might help.

EDIT:It does not show the build up.



MNUKE.JPG
 Description:
HMMM
 Filesize:  47.07 KB
 Viewed:  4187 Time(s)

MNUKE.JPG



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 03, 2009 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I just took a look at the pic and instantly see one mistake.

Don't you see that there is no "mnuke.shp"? So how should the game show something if you don't give it anything to show?

Do you at least see the MREACICON in the sidemenu? If not, make sure the mix is in the RA2 folder. Finally you can also upload it here so we can check it.

Also how do you added it to rules.ini? If you wrote something like [mNuKe] it can't work too.
All these little incomplete pieces of information make it hard to help.
And don't write here what you think that you have written in the inis, but copy and paste the important code lines here as it's very often just a small typo.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Nov 03, 2009 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Icon shows the build-up worked until i changed its idle graphic or working graphic from the tesla power plant

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 03, 2009 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Then i don't know what's your problem, as the code and mix works fine. You just don't have a mnuke.shp, so there is of course no building visible ingame.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Nov 03, 2009 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 03, 2009 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

rename MNUKE to NAMREAC

The name of the zip is completely irrelevant. If you download "thesuperdupervoxelofhell.zip" which contains "tank.vxl" & "tank.hva", you don't call the unit in the inis [THESUPERDUPERVOXELOFHELL] too. Use your mentality. Wink

\EDIT
i see right now, there is even an example code in the mnuke.zip. God damn it. It can't be easier.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Nov 03, 2009 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
Okay i tried Ecachestring.mix didnt work and maybe some ingame pics might help.

"string" can be any group of characters so use whatever. Sheesh.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Nov 03, 2009 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
hotrods20 wrote:
Okay i tried Ecachestring.mix didnt work and maybe some ingame pics might help.

"string" can be any group of characters so use whatever. Sheesh.

Dark Templar X wrote:
When the ztype will people learn that ecachestring.mix works for BOTH games? Jesus ztyping Christ.

why are you so angry its just a forum you little nerd

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Nov 03, 2009 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's the inherent stupidity, you insignificant turd. You're passing around misinformation then hotrods20 doesn't have half a damn clue and doesn't understand basic things like rules->art linking.

Next time you have a thought, don't. Keep it to yourself because you're probably wrong.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Nov 03, 2009 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
It's the inherent stupidity, you insignificant turd. You're passing around misinformation then hotrods20 doesn't have half a damn clue and doesn't understand basic things like rules->art linking.

Next time you have a thought, don't. Keep it to yourself because you're probably wrong.

so if I accidentally make hotrods20 understand something wrong, you get pissed of? Oh sorry I better be quiet, if I say something more you may burst into tears Laughing Laughing Laughing Laughing Laughing

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Wed Nov 04, 2009 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay guys calm down take your fight somewhere else. About the building got it fixed.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Nov 04, 2009 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:

so if I accidentally make hotrods20 understand something wrong, you get pissed of? Oh sorry I better be quiet, if I say something more you may burst into tears Laughing Laughing Laughing Laughing Laughing


Anyone who actually KNOWS what they are talking about will probably get pissed off, what you advised will work because both ## and MD## are strings, but you state as if it were fact that they are the ONLY type of strings that will work, spreading ignorance when people like me and DTX keep having to repeat over and over how it actually works because people keep getting told wrong and then telling other people wrong. If you don't know how something works or haven't tested, qualify your advice with such things as "I've done it this way and it works" or "I've not tested it, but I think such and such will work" so people don't take what you say as the be all and end all.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Nov 04, 2009 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade speaks the truth.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Wed Nov 04, 2009 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
ArvinCool wrote:

so if I accidentally make hotrods20 understand something wrong, you get pissed of? Oh sorry I better be quiet, if I say something more you may burst into tears Laughing Laughing Laughing Laughing Laughing


Anyone who actually KNOWS what they are talking about will probably get pissed off, what you advised will work because both ## and MD## are strings, but you state as if it were fact that they are the ONLY type of strings that will work, spreading ignorance when people like me and DTX keep having to repeat over and over how it actually works because people keep getting told wrong and then telling other people wrong. If you don't know how something works or haven't tested, qualify your advice with such things as "I've done it this way and it works" or "I've not tested it, but I think such and such will work" so people don't take what you say as the be all and end all.

you are 100% right. Next time I post something I am going to make sure that my anwser is 100% correct(exempel I have tested it before).

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Thu Nov 05, 2009 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Well since where here how about some one tells me can i create new terrain and place it in the game without any special patches?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Nov 05, 2009 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

yep, you can create new terrain and there are no patches needed (it's just ini modding and placing tmp files in new mix files)

Though when i see how much problems you have, even with simple ini editing, you should first learn how to mod with rules.ini and art.ini before you start to create something more complex like terrain.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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