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Secret Buildings
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Feb 23, 2010 2:05 pm    Post subject:  Secret Buildings Reply with quote  Mark this post and the followings unread

First of all, I'm new, I don't know if there is any kind of a topic like this.

I have a bunch of questions,
- Is there a cameo for the Psychic Amplifier and/or the Rocket Launch Pad of Yuri?
- If not, can someone make one or help me with it?
- Is there a buildup animation for the Psychic Amplifier?
There is a second gate, one is from left-top to right-bottem (3x1) and one is left-bottem to right-top (1x3) I got an buildup animation (a good gate, not the 'half-finished' one from EA, I have a cameo but where can I say/type what type of animation it has?
-I have an buildup animation for the second gate, I've got a cameo as well, how do I make it buildable in game?
-How do I move a building (like powerplant or some) to the armory tab? I want to move the Psychic Amplifier to there Wink These are not all of my questions, I forgot the rest Very Happy

I hope someone can help me with it, I really need it! Exclamation

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Feb 23, 2010 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

- None that are publicly available AFAIK.
- Ask in the media hut.
- I think there is one somewhere, no idea where tho.
- Please elaborate, are you asking about the buildup or the gate up/down anim?
- Look in the tutorials section
- Change BuildCat=Combat.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Feb 23, 2010 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not 100% sure, but I believe the NAPSYA (PsychicAmplifier) is all animation, not an actual structure. There is no cameo or buildup for it in the game, but someone around here may have made one. You can most likely copy and paste the 2 anims together in a photo editor to get your Cameo and maybe make a semi decent buildup as well.

Your gate anims will be done in the Art.ini. scroll or ctrl-f to find GAGATE_A, GAGATE_B entries and change as needed.

You mean where your Base Defenses are located? in your code in the Rules.ini change the BuildCat= tag to BuildCat=Combat

Hope this helps some.

{edit} Arrrghh, Mig beat me too it! lol...

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Feb 23, 2010 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
- None that are publicly available AFAIK.
- Ask in the media hut.
- I think there is one somewhere, no idea where tho.
- Please elaborate, are you asking about the buildup or the gate up/down anim?
- Look in the tutorials section
- Change BuildCat=Combat.


Both, there where two different animations, both of the same gate. If you build the normal gate it buildups (buildupanim) the same as if it opens, so I think that there is no difference in it.

@Cranium:

The second gate is not in the rulesmd.ini, do I have to create one? I did but it does not show up in game, also I have set the owner to all but it only is buildable in the allied section. Thank you for the help so far Wink

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Feb 23, 2010 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

In Rules.ini there is only 1 entry, which is actually the Border Crossing Gate. However in the Art.ini there should be 4 entries, the GAGATE_A, GAGATE_B, NAGATE_A, and NAGATE_B. Alter the settings on these to match your anims then Clone the GAGATE_A code in Rules.ini 3 times and rename them GAGATE_B, NAGATE_A, and NAGATE_B. Give the Allieds ownership to the GAGATES and Soviets to the NAGATES.

Also dont forget to change the TechLevel= to 1 instead of -1
and for the nagates make sure you put NAPILE instead of GAPILE then add them to the Buildings list also and/or the Overlay list. You may also have to remove the NewTheater tag in the art entries unless you make a .shp for each theater.

Oh and I forgot to tell ya, make sure you put all your .shp files into either an ecache.mix or expand.mix, and if you didnt know ecache is for new stuff and the expand is for replacing/overriding existing things.

Heres a cameo for the NAPSYA, you can use this until maybe you find a better one. But this one dont look to bad Razz



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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Feb 23, 2010 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

It didn't work Sad ...
I've added the files, the icon (cameo) is ok so you dont need it I think, if you do I'll add it. Can you tell me what I did wrong?



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I looked at your files, and I'm confused at what gates your trying to use, So is it A or B?



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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Feb 24, 2010 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm trying to use gate B for the allieds and A and B for the Soviets, but the Soviet gate doesn't pop up at all, and the allied one only A. I did put a new animation for the B gate, its rare that you dont have it.
But did you use the same configuration as I did? Because the B gate doesn't even pop up in game, for Allieds.
*I'm using Red Alert Yuri's Revenge

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why would you want both sets of gates for the Russians? It's better to use the B gates for allieds and the A gates for the russians/yuri. Though I do not use the gates, it would be more appropriate IMO. I'm just gonna code your Rules.ini and Art.ini to have this set up, then you can change it if you feel the need to. Be back in a little while.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Feb 24, 2010 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want to use the NA gate for the Russians, 1x3 and 3x1 and the GA gates 1x3 3x1 for the allieds. Yuri is a second choice but if you configure it now its ok.
can you make the configuration use my modded gates? the cameo and animation? I can set the cameo myself but the animation and pupping up in game is difficult. If I just clone the codes from the NA gates and GA gates in the Rulesmd.ini and Artmd.ini to the ones I have now, because I''m still modding it. Thats cool right?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

O.K. here's what I got for ya, Both sets of Gates ---> fully functionable. added new icons for the Allied Gates, left your icons for the Russians in there. Here's a couple pics and the download, good luck with your mod.
Anything else that needs to be done/changed is up to you. If you have different anims/buildups you can code them in. Make sure they are in the Mix files. If you have problems just let me know, and I'll see what I can do for ya!



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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Feb 24, 2010 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, but I still have the same story :S I dont know what I'm doing wrong, the Allied Gate (GAGATE_A) does work. But the others dont. What am I doing wrong? Sad

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um, I dont know what your doing wrong. Did you put all 4 files into your RA2 directory? "Rulesmd.ini,Artmd.ini,ecachemd02,and expand02md".

Let me recheck to make sure I sent you the right files, be back in a min.

Yep, they are the right files, so like i said make sure you put these into your RA2 folder, or if you all ready have these present in the directory your probably gonna have to c/p the stuff from these into your current ones. Other wise if you have a Rulesmd.ini and a Artmd.ini and you place these into your directory you'll wipe out what ever else you've done after these 2 files were done. Follow me?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

O.K. I have them plugged in for all theaters now, thats what the problem was. Try this download. Should work for you now. Sorry bout that.



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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Feb 24, 2010 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I doesn't matter Wink I didn't even got it working! Thanks

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dosent Matter! I went threw all this crap for nothing? Holy Mary Mother of GOD!

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Feb 24, 2010 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

No no, you dont understand! You see I'm from Holland so my English sometimes doesn't match correctly Wink . What I'm trying to say is that I don't care about your mistake because I admire what you do and I'm happy with the result!

Do I only have to put the .MIX files into my install dir? Because they are bigger then the other ones.

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Last edited by Comr4de on Wed Feb 24, 2010 7:44 pm; edited 1 time in total

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, my bad. But you still have to download the new files for them too work. I made sure I tested them for every theater. Good Luck Razz

Let me know if they work for you.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Feb 24, 2010 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, but those ini files, are they changed? because I already cloned the ones from your first try. If they arent changed it will do with the .mix files only, right?

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes the ini files have changed. you will have to update your ini's

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you c/p the entire rulesmd.ini and artmd.ini, if not there are a couple other things that need to be changed. I will list them here. Make sure everything looks like these.

Code:

Rulesmd.ini

[General]
; hack section
GDIGateOne=GAGATE_A     
GDIGateTwo=GAGATE_B
NodGateOne=NAGATE_A
NodGateTwo=NAGATE_B

[BuildingTypes]
407=GAGATE_A
408=GAGATE_B
409=NAGATE_A
410=NAGATE_B

[AI]
NSGates=NAGATE_B,GAGATE_B
EWGates=NAGATE_A,GAGATE_A

;  Gate crossing in wall
[GAGATE_A]
Image=GAGATE_B
UIName=Name:GAGATE_A
Name=EW Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,French,Germans,Americans,Alliance
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=yes ;psst....IsBase isn't a Rules flag
AIBuildThis=no

;  Gate crossing in wall
[GAGATE_B]
Image=GAGATE_A
UIName=Name:GAGATE_B
Name=NS Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,French,Germans,Americans,Alliance
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

;  Gate crossing in wall
[NAGATE_A]
Image=NAGATE_B
UIName=Name:NAGATE_A
Name=EW Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=Russians,Confederation,Africans,Arabs
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=yes ;psst....IsBase isn't a Rules flag
AIBuildThis=no

;  Gate crossing in wall
[NAGATE_B]
Image=NAGATE_A
UIName=Name:NAGATE_B
Name=NS Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=Russians,Confederation,Africans,Arabs
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=yes ;psst....IsBase isn't a Rules flag
AIBuildThis=no

Artmd.ini

[GAGATE_A]
Remapable=yes
Cameo=GATEBICON
Foundation=1x3
Height=2
Buildup=GAGATE_B
SpecialZOverlay=GGGATEZB
GateStages=9
CanHideThings=False
CanBeHidden=False
NewTheater=yes

[GAGATE_B]
Remapable=yes
Cameo=GATEAICON
Foundation=3x1
Buildup=GAGATE_A
SpecialZOverlay=GGGATEZA
GateStages=9
CanHideThings=False
CanBeHidden=False
NewTheater=yes

[NAGATE_A]
Image=NAGATE_B
Remapable=yes
Cameo=GATEICON
Foundation=1x3
Buildup=NAGATE_B
SpecialZOverlay=GGGATEZC
GateStages=9
NewTheater=yes

[NAGATE_B]
Image=NAGATE_A
Remapable=yes
Cameo=GAT2ICON
Foundation=3x1
Buildup=NAGATE_A
SpecialZOverlay=GGGATEZD
GateStages=9
NewTheater=yes

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Feb 24, 2010 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works with your ini files, but if I clone the GAGATE_A GAGATE_B NAGATE_A NAGATE_B from the ini's it doesnt work. Do I only have to change those four? in the rulesmd.ini the three you have cloned or more? like on top of the rulesmd something? I dont know, but it does work with yours

I only took the gates, not the hacking thing No changes needed with the artmd?

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 24, 2010 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just make sure you copy and paste everything that is in green to your ini's and they will work.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Feb 25, 2010 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I now only copied the rulesmd.ini lines and the result is that the image is opposite from the actual building, the gate is 1x3 but the image is 3x1. With both allied gates, so I'll try with artmd.ini.
I have to go to college so I wont reply, but I'll try!

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Feb 25, 2010 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

You did something wrong, I configured it right now, this should work (if you want to use it Wink )
Code:
[GAGATE_A]
Remapable=yes
Cameo=GATEAICON
Foundation=3x1
Height=2
Buildup=GAGATE_A
SpecialZOverlay=GGGATEZA
GateStages=9
CanHideThings=False
CanBeHidden=False
NewTheater=yes

[GAGATE_B]
Remapable=yes
Cameo=GATEBICON
Foundation=1x3
Buildup=GAGATE_B
SpecialZOverlay=GGGATEZA
GateStages=9
CanHideThings=False
CanBeHidden=False
NewTheater=yes

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Feb 25, 2010 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

everything works fine for me with my codes "nothing reversed", but if that works for you, I'm glad to see you got it working. Very Happy

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Feb 25, 2010 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

The gate names are 'Missing: gagate_a' how do I change them. They dont appear in the cfg file.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Thu Feb 25, 2010 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

you have to add them using xcc mixer, open xcc mixer, choose Launch, then choose string table editor, choose Yuri's Revenge. When the string table editor opens, scroll down and click on name option, all names ingame will then appear at right. click insert and type name:gagate_a then repeat insert process for each.

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Comr4de
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Joined: 23 Feb 2010
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PostPosted: Fri Feb 26, 2010 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I'll try it. Do you have an idea how I can use both the Yuri version of the psychic beacon (YR Argentina) and the Soviet one? It will only be a skin change although, I tried it myself but it doesn't popup ingame.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Fri Feb 26, 2010 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I need a little more information on that, Are you trying to use both for the Russians or both for Yuri? or one for each?

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Feb 26, 2010 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a Russian version (with Russian skin also standard) and one with Yuri skin. I'll add the Yuri one later but I want to use the Russian version for Soviets (all) and the Yuri version for Yuri Wink
Also, it is possible to put a .mix file in a .mix file and it still works? Otherwise I have to extract them all again :S

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Cranium
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PostPosted: Fri Feb 26, 2010 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm still a bit sleepy this morning, so let me get this straight. You have 2 versions of the Psychic Beacon, correct? and you want both versions buildable by the russians?

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Feb 26, 2010 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, the Yuri version = for Yuri. and the Soviet version is for the Soviets.
I have added a image of the Yuri version. That version may only be buildable by Yuri and the Soviet version (the one from all the missions, allied 03, allied 09 RA2) may only be buildable by the Soviets. So actually I have two different Psychic Beacons!



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Cranium
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Joined: 05 Dec 2009
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PostPosted: Fri Feb 26, 2010 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

You only have to do this then, copy/paste these to your rules and art ini's. Make sure your .shp is in an ecache.mix. I used the name NAPSYC just for reference, so change everything that says NAPSYC with the name of the .shp file or just rename the .shp file to napsyc.shp


Rules.ini

Code:

[BuildingTypes]
*=NAPSYC   <-------- "*" represents next number in line.

;Psychic Beacon C
[NAPSYC]
UIName=Name:NAPSYB
Name=Psychic Beacon
BuildCat=Combat
Prerequisite=YATECH
Primary=PsychicBeaconWinGame
Strength=1000
Armor=concrete
TechLevel=1
Owner=YuriCountry
Adjacent=2
Sight=15
PsychicDetectionRadius=20
Cost=5000
Points=50
Power=-500
Powered=true
Capturable=false
RevealToAll=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
PlaceAnywhere=yes
LightRedTint=1.0
ThreatPosed=1 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
DetectDisguise=yes
BaseNormal=yes
AmbientSound=PsychicAmplifierLoop
DieSound=PsychicAmplifierDie

[b]Art.ini[/b]

;Psychic Beacon
[NAPSYC]
Remapable=yes
Normalized=yes
Height=8
Cameo=beacicon
Foundation=2x2
Buildup=NAPSYBMK
DemandLoadBuildup=true
FreeBuildup=true
ActiveAnim=NAPSYB_A
ActiveAnimDamaged=NAPSYB_AD
ActiveAnimZAdjust=-75
ActiveAnimYSort=100
CanBeHidden-False
OccupyHeight=3
RemoveOccupy1=0,-1
RemoveOccupy2=-1,0
DamageFireOffset0=-12,34
[/quote]

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Feb 26, 2010 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't pop up :S Should I send the files to you?
Sorry bothering you with this Wink

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Feb 26, 2010 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

just send me the .shp files, wont need anything else.

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Feb 26, 2010 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here they are, can you edit it with my INI files? Because then it's alright and I have my own configurations Wink
It's in nr. 08 or 09. The other file contains the Yuri version, no need to edit that. Because I'm not going to put that ingame, the Allied will be overrun by the Soviets and Yuri Wink



PSYBEACON.rar
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 Filename:  PSYBEACON.rar
 Filesize:  502.37 KB
 Downloaded:  168 Time(s)


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Cranium
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PostPosted: Fri Feb 26, 2010 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

What Exactly is your question/problem? you have me confused here!

You say not to worry about the Yuri version.
Comr4de wrote:
The other file contains the Yuri version, no need to edit that. Because I'm not going to put that ingame


yet both ecache.mix files have nothing but Yuri stuff?

Sorry I'm really not sure what you want or are trying to do here.

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Feb 26, 2010 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'm not sure in wich file the Yuri version of the Psychic Beacon is. So I send them both. I think it's in 08. The other one has no need to get editted because, it's the Psychic Amplifier and I'm not going to put that ingame for Yuri. I only want the Yuri Psychic Beacon to be configured. The Soviet one is in the RA2MD.mix file, they dont have to be editted right?
- Psychic Beacon (Yuri version) needs to be configured so YuriHouse can use it.
- You can leave the Psychic Amplifier for what it is, I send it but my fold I shouldn't.

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Cranium
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PostPosted: Fri Feb 26, 2010 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

here, try these and see if it works for you.



YuriYapsyb.png
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YuriYapsyb.png



updates.rar
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 Filename:  updates.rar
 Filesize:  353.49 KB
 Downloaded:  167 Time(s)


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Last edited by Cranium on Sat Feb 27, 2010 5:05 pm; edited 2 times in total

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Feb 26, 2010 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think my Yuri's Revenge is sick, it doesn't work Sad

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Cranium
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PostPosted: Fri Feb 26, 2010 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do me a favor and check your Art.ini settings for

YAPSYB
YAPSYB_A
YAPSYB_B

and make sure they each have the NewTheater=yes on them and then try it again.

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Feb 27, 2010 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, NewTheater wasn't in the list so I've put it in it. But it still doesn't pop up ingame. The other settings were OK, the yapsyb and the others. one note: the YAPSYB_B isn't in the list, it's just YAPSYB
What version do you use of YR?

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Cranium
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PostPosted: Sat Feb 27, 2010 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use YR ver 1.001, I have NPatch but not using it at the moment. That shouldnt matter though, a Building code is a Building code no matter what ver it is. But anyway, I checked and I sent you the unupdated mix file and ini's. redownload updates above and it will work.

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Feb 27, 2010 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The files contained:
-Ecachemd08.mix
-Artmd.ini
-Rules.ini
The Yuri's Revenge version wasn't in the package, you took the normal RA2 rules.ini

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Cranium
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PostPosted: Sat Feb 27, 2010 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

ooops, it's corrected now.

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Comr4de
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PostPosted: Sun Feb 28, 2010 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

The things need to configured are:
add nr. 4** YAPSYB
add nr, 107*
nr, 107*
nr, 107* (*= I dont know the exact number)
and c/p the psychic beacon c in the rules
Quote:
[BuildingTypes]
*=NAPSYC <-------- "*" represents next number in line.

That's what I did with the above lines.

With your rules.ini it workes, but with mine not. I have c/p everything with the name 'YAPSYB(_A/B)' but it doesn't work.

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Cranium
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PostPosted: Sun Feb 28, 2010 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Obviously you missed something, Here's a little tip for you. Open the rules i sent you, hit ctrl-f, type in yapsyb and click next. make sure every entry you come upon is inserted into your ini's the same way. Do the same for the Art.ini as well. But I'm assuming you either entered yapsyb_a , yapsyb_b, and yapsymk under [BuildingTypes] or you didnt enter them under [Animations] which is where they belong. But just incase here's what you should have.

Rules.ini entries.........

[BuildingTypes]
***=YAPSYB

[Animations]
**=YAPSYB_A
**=YAPSYB_B
**=YAPSYBMK

[YAPSYB]
UIName=name:YAPSYB
Name=YAPSYB
Owner=YuriCountry
BLAH,BLAH,BLAH,BLAH,

Art.ini entries.........

[YAPSYB]
BLAH,BLAH,BLAH,BLAH,

[YAPSYB_A]
BLAH,BLAH,BLAH,BLAH,

[YAPSYB_B]
BLAH,BLAH,BLAH,BLAH,

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Comr4de
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Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Mar 06, 2010 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've got it done now. With a nice Psychic Interrupter image of Mental Omega (with permission) I have also found some old/new gates on this forum. But (ofcourse) they don't pop up ingame. Why are there so many files needed for the gates? I want to learn it myself, so if you can tell me how to do it myself I wont bother you with this question anymore Wink .

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