i tok a look and it looks like it. ill do some experimetning to see if i can get it to work
it works, but the pic is swirly. here ill upload a photo to show ya
No, it often happens when you Clipboard->copy and Clipboard->paste as SHP in XCC Mixer with wrong dismensions... _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
Joined: 06 Dec 2004 Location: out collecting bounty from "LOL" ninjas
Posted: Sun Apr 24, 2005 9:02 pm Post subject:
i need a tutorial on how to resize a TS ground tile the same size as a RA2 ground tile. if done wht i could to figure it out by myself and ive asked other people to do it for me cause they said they knew how....but its been 3 months since that and i desprately need help to get my mod off the ground. QUICK_EDIT
how do u make different images for the buildings, not just another image already in the game, but a new one, and also make it so the images on the side toolbar are not just Missing Cameo????
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Sep 17, 2005 8:03 pm Post subject:
Havoc wrote:
I think I have a good question: is it possible to make a sidebar like in TD for TS and/or Red Alert 2?
No, you can only edit them. Unless you use rock patch. But I don't know how it's exactly done and I can't confirm that it is safe to do it yet. QUICK_EDIT
Key tags:
SpawnsTiberium= allows it to spawn ore/tiberium around itself, IsAnimated= triggers the ore spawning activity each time the anim (next frames of the tree itself) is played, AnimationRate= works like Rate= in art(md).ini, AnimationProbability= determines how often the anim should be played (.07 is sufficient to crate anonstop looping anim on default trees).
Btw, the light settings don't work on objects other than [BuildingTypes], so you don't need em. They are present on default tibtrees, but they obviously don't work.
However, you can't tell it which object from [Tiberiums] to spawn, I think they hardcoded this part. Seems to me TIBTRE01 always spawns [Tiberiums] #1, TIBTRE02 always spawns #3, and TIBTRE03 spawns #4. (#2 is gems).
Be advised, though - Westwood never accounted for modders editing those three tibtypes and used all three TIBTREs in their maps randomly, so if you edit one of those TIBTREs/[Tiberiums], it can cause unexpected results and unbalance in existing maps.
You use XCC Mixer to extract units, Notepad to edit their behaviour, OS tools to edit their appearance, and XCC Mix Editor to insert them into the game. All the links regarding those tools are in the sticky thread titled "Useful References" in the parent forum of this forum. QUICK_EDIT
Yea I need a tut for bombs that would drop out of a plane...much like the kirov does..but with faster ROF..Im working on one..but I think the projectile code is wrong because it blows up before it hits the ground,Kills Bomber..and just pisses me off..a simple weapon/projectile/warhead tut would help alot to make this work right QUICK_EDIT
The Orca Bomber [Bomb] weapon does exactly what you need, and it's still in the rules.
Mind you, weapons of a jumpjet (Kirov) cannot be simply attached to an AircraftType and vice versa, the logics they use work differently on these two objectTypes. QUICK_EDIT
so your saying..it will work..a vertical dropping bomb..with say a Black Eagle..so long as I use the [BOMB] code and change the planes PrimaryFireFLH to=-50,0,-140 like the kirov?? QUICK_EDIT
No, no, no. No need to mess the FLH, just use the [Bomb], but change its projectile Image= to something more appropriate, like the ZBOMB (Kirov bomb image). QUICK_EDIT
No, no, no. No need to mess the FLH, just use the [Bomb], but change its projectile Image= to something more appropriate, like the ZBOMB (Kirov bomb image).
sorry, but that won't work unless you rotate the voxel around. if you dont, the bomb will come flying out of the front of the aircraft and never hit the ground. _________________
I did in fact Change The PrimaryFireFLH to the Kirov setting..just to be safe side. And. yes I gave the Projectile the Image=ZBOMB tag..120mm was stupid I thought..and well my bomber works great..I even made an AI Taskforce to use it..here's the result.
I have a tutorial Request-how do I extract the old loading screens in YR?Because I'd like to modify them,but I don't know how to extract them... QUICK_EDIT
What do you mean "old"?
Btw, exploring the mixes can reveal some unused screens, like the alternative main load screen in ntrlmd.mix
Once you know which files you want to edit, use XCC Mixer's Extract / Copy / Copy as PNG/PCX features, then convert the edited version back to SHP with Copy as SHP(TS). QUICK_EDIT
is it possible to get the firestorm working using rock patch, because i have meteor storm, ion cannon, an the emp working with the help of rock patch without losing any other sups in the game. QUICK_EDIT
Use FireSW logic and make the Hunter-Seeker a weapon, instead of a unit. The only catch is maybe it cannot be hovering above the ground and it cannot randomize it's target. _________________
OK im totally new to this so here goes, id like to know how to add new units to maps like monkeys and polar bears etc also i would like to know how to alter buildings and unit to make it so that i can make them and so they have different guns and stuff and like how to make that defensive power plant i did what it said but it wont work!! please can i have a step by step for total muppets who dont know anything tut
1.) Welcome to PPM
2.) Monkeys and polar bears can be added in Final Alert 2's infantry section on the left-most menu.
3.) You may need to specify where you wish to alter buildings...maps, inis, etc.
4.) Those tutorials are considered plug-and-play modding. Try to learn it, it comes to you after about a week, for each thing you try. _________________
Prerequists are the buildings you need to have before you get the option to build something.Example:
To build Soviet War Factory you need Soviet Barracks (NATECH) and Soviet Refinery (forgot the name). QUICK_EDIT
You need to extract the rules.ini using XCC Mixer and opening RA2.MIX, then LOCAL.MIX, and find it there. Also, there are a few ways to do this,
but
I SWEAR IF ANYONE SAYS ANYTHING, MAN, I SWEAR!
You can use the build in InI editor or use notepad to edit this. Since you are really raw to this, go look around Google search results on modding, which you should go to ModEnc, a Wikipedia on modding. It could help. Go here. _________________
Get yourself a rules.ini and read it.Then we'll talk.
EDIT:I'm posting the code to the conscript just to see how it looks:
; Conscript
[E2]
UIName=Name:E2
Name=Conscript
Image=CONS
Category=Soldier
Primary=M1Carbine
OccupyWeapon=UCM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=UCEliteM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=125
Armor=flak
TechLevel=1
Pip=white
OccupyPip=PersonRed ; choices are green yellow white red blue purple
Sight=5
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=100
Soylent=50
Points=5
IsSelectableCombatant=yes
VoiceSelect=ConscriptSelect
VoiceMove=ConscriptMove
VoiceAttack=ConscriptAttackCommand
VoiceFeedback=ConscriptFear
VoiceSpecialAttack=ConscriptMove
DieSound=ConscriptDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=M1CarbineE
IFVMode=2 QUICK_EDIT
oh dear its me again *sighs* ok here goes, can someone post an in depth tutorial on how to add units into Final Alert 2 Maps, i have my map, i have my code, all i need to know is how to put it into my maps!
Yep i need exactly the same thing, although when i use codes and put them into notepad then into the game, the newly created unit is non-existant, i can change monkeys and put them into the game so they are selectable, but cannot seem to get new units nor tanks to be selectable in the game.
im pretty sure im using the right codes. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum