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  Topic: Ideas & suggestions
hotrods20

Replies: 690
Views: 61217

Post Posted: Sat Mar 17, 2018 11:28 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Inherit works pretty flawlessly for me, just make sure that anything that inherits is after the thing it inherits from.
My custom MCV code that is declared in an included file

[AMCVE]: ...
  Topic: YR: Catastrophe Park (2-6)
hotrods20

Replies: 3
Views: 1720

Post Posted: Fri Mar 16, 2018 2:36 am    Subject: YR: Catastrophe Park (2-6)
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
Not sure if this was a Yuri only thing but I wasn't able to build the Fire Hydrants that the AI were building unless that was on purpose. Otherwise, pretty fun map. ++
EDIT: Should also mention your ...
  Topic: Ares #include with Lists
hotrods20

Replies: 13
Views: 1713

Post Posted: Thu Mar 15, 2018 3:12 am    Subject: Ares #include with Lists
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
That's awesome! Now I can use that with my game improvements and zombie mod without them conflicting. Thanks for all the awesome stuff you do! Followup question if you don't mind, does AImd and ARTmd ...
  Topic: Ares #include with Lists
hotrods20

Replies: 13
Views: 1713

Post Posted: Thu Mar 15, 2018 1:12 am    Subject: Ares #include with Lists
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
When you say use they key "+", do you mean,

[BuildingList]
+=NEWBUILD
+=NEWBUILDJR
+=NEWBUILDSR

and that will automatically use the latest ID?
  Topic: Music Thread
hotrods20

Replies: 123
Views: 12009

Post Posted: Wed Mar 14, 2018 6:42 pm    Subject: Music Thread
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=gld-xAspZ0M[/youtube]
  Topic: England Wars 1.1 [2-6]
hotrods20

Replies: 9
Views: 2424

Post Posted: Wed Mar 14, 2018 6:34 pm    Subject: England Wars 1.1 [2-6]
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
I don't mind them but AI don't usually take advantage of them. It would make for an interesting single player map if you had to attack the coast or something like that.
  Topic: England Wars 1.1 [2-6]
hotrods20

Replies: 9
Views: 2424

Post Posted: Wed Mar 14, 2018 2:56 am    Subject: England Wars 1.1 [2-6]
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
I enjoyed the map and having to defend the port of London but it felt pretty crammed and that there were way too many tech structures at the start. Should there be alliances set at the start or no? I ...
  Topic: Placing Walls in Chains
hotrods20

Replies: 9
Views: 816

Post Posted: Tue Mar 13, 2018 4:16 pm    Subject: Placing Walls in Chains
Forum:  Modding Central » Red Alert 2 Editing Forum
You can make a one frame empty shp for the build frame. Luckily I have one sitting around from my ore extractor. You need a build mk frame for a building to be sellable. Also, can't you take advantage ...
  Topic: We Wuz Kangz and School Shooters dump
hotrods20

Replies: 45
Views: 5840

Post Posted: Tue Mar 13, 2018 4:50 am    Subject: We Wuz Kangz and School Shooters dump
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
Holy shit, /pol/ leaked pretty hard here.
E, forgot to post a pointless image https://static.seekingalpha.com/uploads/2017/4/7/47439673-14915853849375532.png
  Topic: Music Thread
hotrods20

Replies: 123
Views: 12009

Post Posted: Tue Mar 13, 2018 1:04 am    Subject: Music Thread
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=-fYkuyimlXk[/youtube]
Been getting into $uicideboy$ lately.
  Topic: Placing Walls in Chains
hotrods20

Replies: 9
Views: 816

Post Posted: Mon Mar 12, 2018 8:37 pm    Subject: Placing Walls in Chains
Forum:  Modding Central » Red Alert 2 Editing Forum
That's really good to know. The firestorm code must override walls by default then.
  Topic: Placing Walls in Chains
hotrods20

Replies: 9
Views: 816

Post Posted: Mon Mar 12, 2018 7:15 pm    Subject: Placing Walls in Chains
Forum:  Modding Central » Red Alert 2 Editing Forum
Declaring your building with Wall=yes should inherit the wall placing ability in the base game.
  Topic: CTD with basic AI for new side/country
hotrods20

Replies: 5
Views: 673

Post Posted: Mon Mar 12, 2018 5:51 am    Subject: CTD with basic AI for new side/country
Forum:  Modding Central » Red Alert 2 Editing Forum
I got more teams running based on when the player has radar or battle labs now. I'll have to use the AIBuildCounts stuff since my last game was a rush of zombies and the constant construction of ZAPIL ...
  Topic: Ideas & suggestions
hotrods20

Replies: 690
Views: 61217

Post Posted: Mon Mar 12, 2018 12:42 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Wow, never knew Ares had that. I've been slowly making my way through the documentation. Thanks for the tip!
  Topic: CTD with basic AI for new side/country
hotrods20

Replies: 5
Views: 673

Post Posted: Sun Mar 11, 2018 8:00 pm    Subject: CTD with basic AI for new side/country
Forum:  Modding Central » Red Alert 2 Editing Forum
Quick followup question, what might cause this to happen? I'll update OP with the latest code I have.

EDIT: I had some misnamed tags and such. AI still isn't producing waves of zombies to fight tho ...
  Topic: CTD with basic AI for new side/country
hotrods20

Replies: 5
Views: 673

Post Posted: Sun Mar 11, 2018 7:26 pm    Subject: CTD with basic AI for new side/country
Forum:  Modding Central » Red Alert 2 Editing Forum
Thanks E1, that helped a lot and my AI is now working. I now need to figure out how to make them keep sending waves.
  Topic: Ideas & suggestions
hotrods20

Replies: 690
Views: 61217

Post Posted: Sun Mar 11, 2018 5:25 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I agree with 4Star on this, it's just from my personal wish list. I still remember when I was younger and clamoring over new Tiberium types. I could probably create a flak weapon that is both air and ...
  Topic: Ideas & suggestions
hotrods20

Replies: 690
Views: 61217

Post Posted: Sun Mar 11, 2018 12:37 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
OccupyWeaponSecondary has been something I've been wondering if at all possible. (been trying to stick Flak Troopers into buildings while retaining usefulness)
  Topic: CTD with basic AI for new side/country
hotrods20

Replies: 5
Views: 673

Post Posted: Sat Mar 10, 2018 11:26 pm    Subject:   CTD with basic AI for new side/country
Forum:  Modding Central » Red Alert 2 Editing Forum
Hey, long time no see. I decided to recently get back into Red Alert 2: Yuri's Revenge because I missed the good old days of building massive bases and destroying AI. Anyways, to my problem, I am atte ...
  Topic: Ore Bank
hotrods20

Replies: 23
Views: 3517

Post Posted: Sat Mar 14, 2015 6:27 pm    Subject: Ore Bank
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » Alliance » Structures
Call me crazy but something just doesn't look right with it. It just looks like it would serve as a nice tech structure or maybe even a Yuri structure. I'm not sure why. Maybe if I saw it next to othe ...
  Topic: Ore Bank
hotrods20

Replies: 23
Views: 3517

Post Posted: Sat Mar 14, 2015 5:54 pm    Subject: Ore Bank
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » Alliance » Structures
It clearly has Allied architecture elements.
It clearly doesn't look all Allied though. If things could just be assigned to other teams because it has a few elements from that team, life would be a l ...
  Topic: Ore Bank
hotrods20

Replies: 23
Views: 3517

Post Posted: Sat Mar 14, 2015 1:37 pm    Subject: Ore Bank
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » Alliance » Structures
I have no doubt, just want to know.
EDIT: I kind of did it. I just edited the image, nothing more. Please don't get upset.
  Topic: Ore Bank
hotrods20

Replies: 23
Views: 3517

Post Posted: Sat Mar 14, 2015 4:19 am    Subject: Ore Bank
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » Alliance » Structures
Can we see it in purple? I feel like it would look good in Yuri's colors.
  Topic: Allied tank
hotrods20

Replies: 2
Views: 2674

Post Posted: Fri Mar 13, 2015 7:41 pm    Subject: Allied tank
Forum:  Modding Central » Media Hut » Voxels
Looks like it should turn into some kind of artillery weapon.
  Topic: [RA2] Surveyor
hotrods20

Replies: 5
Views: 2986

Post Posted: Mon Mar 09, 2015 10:53 pm    Subject: [RA2] Surveyor
Forum:  Modding Central » Media Hut » Voxels
Those wheels are massive. Kinda looks like it should be moving around on Luna or Mars.
  Topic: Flying Slave Miner
hotrods20

Replies: 4
Views: 1018

Post Posted: Mon Mar 09, 2015 1:04 am    Subject: Flying Slave Miner
Forum:  Modding Central » Red Alert 2 Editing Forum
Tried it, exact same problems.
  Topic: [RA2/YR] Ore Extractor
hotrods20

Replies: 0
Views: 2416

Post Posted: Sun Mar 08, 2015 2:25 pm    Subject:   [RA2/YR] Ore Extractor
Forum:  Modding Central » Media Hut » SHPs
I decided I wanted to make an ore extractor SHP that wasn't just me derping around in Blender. Code first I guess.
;Art(MD).ini
[OREEXT]
Cameo=pillicon
Image=OREEXT
Remapable=yes ...
  Topic: Flying Slave Miner
hotrods20

Replies: 4
Views: 1018

Post Posted: Sun Mar 08, 2015 12:55 pm    Subject: Flying Slave Miner
Forum:  Modding Central » Red Alert 2 Editing Forum
Not hovering. I did find some old stuff in the research center basically explaining how this doesn't work since the slave miner logic is coded to just drive there and auto-deploy. It's buggy at best w ...
  Topic: Flying Slave Miner
hotrods20

Replies: 4
Views: 1018

Post Posted: Sat Mar 07, 2015 8:16 pm    Subject:   Flying Slave Miner
Forum:  Modding Central » Red Alert 2 Editing Forum
I'm trying to modify the slave miner so instead of driving around, it flys. The problems I face are that it lands near the ore and doesn't deploy, it doesn't automatically looks for ore outside of the ...
  Topic: How do you fix missing animations?
hotrods20

Replies: 2
Views: 658

Post Posted: Sat Mar 07, 2015 3:57 am    Subject: How do you fix missing animations?
Forum:  Modding Central » Red Alert 2 Editing Forum
Thank you, that fixed it. No idea why it wasn't set to high already...
  Topic: How do you fix missing animations?
hotrods20

Replies: 2
Views: 658

Post Posted: Sat Mar 07, 2015 3:08 am    Subject:   How do you fix missing animations?
Subject description: Please see linked image.
Forum:  Modding Central » Red Alert 2 Editing Forum
The Image attached shows Soviet power plants that are missing the electricity animation. Every time I try to install a clean RA2/YR, this happens. I am using Windows 7 and I've tried looking for solut ...
  Topic: Gem "Mining" Weapon
hotrods20

Replies: 7
Views: 1746

Post Posted: Fri Mar 06, 2015 2:53 pm    Subject: Gem "Mining" Weapon
Forum:  Modding Central » Red Alert 2 Editing Forum
Alright. Thanks Graion and Apollo. I'll switch it over to using art.ini. Kind of sucks but whatever works.
  Topic: Gem "Mining" Weapon
hotrods20

Replies: 7
Views: 1746

Post Posted: Fri Mar 06, 2015 12:40 am    Subject: Gem "Mining" Weapon
Forum:  Modding Central » Red Alert 2 Editing Forum
So I have to switch the GEMSPAWNER/ORESPAWNER stuff over to Art(md).ini? Also, DebrisTypes does. That's how it says to do it in Apollo's tutorial at http://forums.revora.net/topic/38062-more-efficient ...
  Topic: Gem "Mining" Weapon
hotrods20

Replies: 7
Views: 1746

Post Posted: Fri Mar 06, 2015 12:18 am    Subject: Gem "Mining" Weapon
Forum:  Modding Central » Red Alert 2 Editing Forum
Forgot to attach the photo, here you go.
  Topic: Gem "Mining" Weapon
hotrods20

Replies: 7
Views: 1746

Post Posted: Fri Mar 06, 2015 12:10 am    Subject:   Gem "Mining" Weapon
Subject description: I have the basics, just need a little help.
Forum:  Modding Central » Red Alert 2 Editing Forum
Let's get right into it, shall we. Only ore gets spawned and I'm not sure if it is the right ore because it doesn't spread and grow like the ore mined out by veins. The other problem is neither of the ...
  Topic: My try at Blender Modelling
hotrods20

Replies: 21
Views: 3811

Post Posted: Thu Mar 05, 2015 8:28 pm    Subject: My try at Blender Modelling
Forum:  Modding Central » Media Hut
Sexy/10. You might have to manually edit it with SHP editor to let you remap it.
  Topic: My try at Blender Modelling
hotrods20

Replies: 21
Views: 3811

Post Posted: Thu Mar 05, 2015 7:26 pm    Subject: My try at Blender Modelling
Forum:  Modding Central » Media Hut
I like the new one quite a bit. tesla-2 looks pretty amazing. Can we see an ingame?
  Topic: My try at Blender Modelling
hotrods20

Replies: 21
Views: 3811

Post Posted: Thu Mar 05, 2015 5:53 pm    Subject: My try at Blender Modelling
Forum:  Modding Central » Media Hut
5/8. Looks pretty decent. Seems too... Solid? Not really sure what word to use here. The textures just seem too bright.
  Topic: Unofficial Red Alert 2 mod (image heavy)
hotrods20

Replies: 130
Views: 39936

Post Posted: Thu Mar 05, 2015 4:21 pm    Subject: Unofficial Red Alert 2 mod (image heavy)
Forum:  Modding Central » OpenRA Editing Forums
Wow, progress is looking beautiful. I really can't wait to play and mod this. It looks like it will be fun on the bun.
  Topic: [Request] Cameo For This Vehicle
hotrods20

Replies: 6
Views: 882

Post Posted: Thu Mar 05, 2015 3:27 pm    Subject: [Request] Cameo For This Vehicle
Forum:  Modding Central » Media Hut
Just edit the original chaos drone cameo... Is that too hard?

Yes, at least with PixBuilderStudio. I don't have Adobe Photoshop.
So download it.
*cough* http://gifsound.com/?gif=i.imgur.com/wLPd0 ...
  Topic: Unofficial Red Alert 2 mod (image heavy)
hotrods20

Replies: 130
Views: 39936

Post Posted: Wed Mar 04, 2015 10:29 pm    Subject: Unofficial Red Alert 2 mod (image heavy)
Forum:  Modding Central » OpenRA Editing Forums
Thanks for the information. I can't wait to see how this project progresses. I might even try my hand at using it.
  Topic: Unofficial Red Alert 2 mod (image heavy)
hotrods20

Replies: 130
Views: 39936

Post Posted: Wed Mar 04, 2015 9:32 pm    Subject: Unofficial Red Alert 2 mod (image heavy)
Forum:  Modding Central » OpenRA Editing Forums
The GUI is very "interesting." Can't wait to take a looksie.
EDIT: Also, your link to GitHub doesn't work.
EDIT2: Why not just have it use the vanilla rules.ini and art.ini instead of codi ...
  Topic: Need some help with Ares and countries
hotrods20

Replies: 3
Views: 518

Post Posted: Tue Mar 03, 2015 2:10 pm    Subject: Need some help with Ares and countries
Forum:  Modding Central » Red Alert 2 Editing Forum
Thanks, I forgot I had to do that. It's been a long time since I've modded.
  Topic: Need some help with Ares and countries
hotrods20

Replies: 3
Views: 518

Post Posted: Tue Mar 03, 2015 5:44 am    Subject:   Need some help with Ares and countries
Subject description: No, not more sides.
Forum:  Modding Central » Red Alert 2 Editing Forum
So, I am trying to write a new country that is just an extension of Russia/Nod. For some odd reason, the game won't accept it and instantly ends Skirmish games if I try to play as the team. Is it not ...
  Topic: Basic - Building construction yards
hotrods20

Replies: 10
Views: 824

Post Posted: Tue Mar 03, 2015 4:03 am    Subject: Basic - Building construction yards
Forum:  Modding Central » Red Alert 2 Editing Forum
The problem shouldn't exist while using the Ares patch. Are you sure it isn't your code?
  Topic: Basic - Building construction yards
hotrods20

Replies: 10
Views: 824

Post Posted: Tue Mar 03, 2015 12:22 am    Subject: Basic - Building construction yards
Forum:  Modding Central » Red Alert 2 Editing Forum
The problem is not everyone uses the Ares patch. It would be so simple if everyone did. But as Graion posted, it's a problem that occurs without the Ares patch.
  Topic: Cliffs [3d tutorial] -unfinished
hotrods20

Replies: 36
Views: 28491

Post Posted: Mon Mar 02, 2015 7:00 pm    Subject: Cliffs [3d tutorial] -unfinished
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hasn't most of the images and such on Photobucket been removed anyways? I've seen a lot of messages about removed photos around here.
  Topic: [Request] Tiberium from TS converted and resized for RA2
hotrods20

Replies: 0
Views: 437

Post Posted: Sun Mar 01, 2015 7:23 pm    Subject:   [Request] Tiberium from TS converted and resized for RA2
Forum:  Modding Central » Media Hut
I know it exists but I can't find it anymore. Does anyone have a copy of it that I may use? It would be much appreciated.

EDIT: For those who care, I found a copy of it on a back-up of YR Argentina ...
  Topic: How to get tech structure edits to work
hotrods20

Replies: 0
Views: 1459

Post Posted: Fri Aug 01, 2014 6:38 am    Subject:   How to get tech structure edits to work
Forum:  Modding Central » Red Alert 3 Editing Forum
I have been playing around with some code and I can't get tech structures like the Oil Derrick to change in any way.  I know when I was editing Ore Nodes, I had to change all the other nodes. &nb ...
  Topic: Looking for mod that adds ores to RA3
hotrods20

Replies: 2
Views: 1818

Post Posted: Wed Jul 30, 2014 3:02 pm    Subject: Looking for mod that adds ores to RA3
Forum:  Modding Central » Red Alert 3 Editing Forum
Alright, thanks, I'll look into it.
 
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